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Re: iSDGE (an Open Source iPhone Game Engine) [Re: Pappenheimer] #331240
07/02/10 21:02
07/02/10 21:02
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Come on, they are... ROTATING wink
I plan to add bullet for the physics, but before the graphics part has to be kinda comlete.
And well, this is meant to be a simple example level on how to get things running without anything more complex than needed.
You can already code whatever interaction you want, but this hasn´t much to do with the engine.
This is just about the engine and not about game mechanics

The next feature will probably be stencil shadows.

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #331244
07/02/10 21:12
07/02/10 21:12
Joined: May 2002
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ventilator Offline
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ventilator  Offline
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stencil shadows?

nobody seems to like and use them anymore. for example i think i recently have read a tweet by steve streeting where he whined a bit about them and that they make ogre unnecessarily complicated and inflexible but he still has to keep them in for a while because of backwards compatibility.

but maybe they are still useful for very low poly iphone games?

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #331257
07/02/10 21:56
07/02/10 21:56
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Originally Posted By: Slin
The engine is now able to render cameras and panels into textures (without MSAA, which might be possible, but for now I decided to not implement it). This also allows for postprocessing.
So here is some bad red-cyan anaglyph:


can this be done on A7?


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Re: iSDGE (an Open Source iPhone Game Engine) [Re: painkiller] #331260
07/02/10 22:08
07/02/10 22:08
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

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Re: iSDGE (an Open Source iPhone Game Engine) [Re: painkiller] #331263
07/02/10 22:11
07/02/10 22:11
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Originally Posted By: ventilator
stencil shadows?
but maybe they are still useful for very low poly iphone games?

To me, they seem to be the best approach for realtime shadows on the current hardware. I am still doing some research on them, but it looks as if the iPhone SDK provides some extensions to simplify their usage and make them more lightweight.
But I am still trying to understand, how to implement them in the best way possible and didn´t write any code yet wink. So I might change my opinion about them being lightweight and drop the idea to implement them.

Originally Posted By: painkiller
can this be done on A7?

Yes, you can find some code for it on my blog.

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #331301
07/03/10 09:16
07/03/10 09:16
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Spain
thanks wink


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: iSDGE (an Open Source iPhone Game Engine) [Re: painkiller] #331370
07/03/10 20:10
07/03/10 20:10
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Anyway, it would be nice to see a small tutorial about making a small game with your engine. Things like such a tutorial are giving a boost of feedback! wink
Maybe, JustSid is interested to help you with this! grin blush

Did you already mention how to import a model into your engine?
Most appreciated: a way from blender to iSDGE.

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Pappenheimer] #337026
08/07/10 16:42
08/07/10 16:42
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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I finally wrote an exporter for blender to directly export a selected object to my engines custom file format. "Only" thing missing for the exporter are animations, which aren´t exported yet.

I btw put the engine on Indie DB: http://www.indiedb.com/engines/isdge


I have no idea what I did there, but so far all models exported with it worked fine wink. It also supports several textures per object.

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #337051
08/07/10 21:39
08/07/10 21:39
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
That's a great progress!
What's your recommended size of model and skin?

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Pappenheimer] #337053
08/07/10 21:48
08/07/10 21:48
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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I can only guess, but the maximum size is 2048x2048 (iPhone 3GS, iPhone 4, iPod touch 3rd gen) and 1024x1024 (iPhone Classic, iPhone 3G, iPod Touch 1st gen, iPod Touch 2nd gen).

Well, the iPod Touch 1st gen and the iPhone classic aren't supported anymore, but it's better to use 1024x1024 as maximum (or increase the size of the binary and use 2048x2048 for the 3GS and iPhone 4).
Best should be to use as less textures as possible, texture switching is a expensive process and kill your framerate really fast. So you better go with a 1024x1024 skin instead of two 512x1512 skins.

However, those are my experiences with my engine (which is just 2D), so maybe Slin has made other experiences.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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