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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: SchokoKeks]
#341701
09/19/10 15:01
09/19/10 15:01
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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I actually just started looking into android a bit more today. The initial setup is a bit tricky, but it seems as if I got it to work now, but that is unhappily something everyone has to figure out themselves. I am also not sure about compiling on windows as you will need cygwin for it which could be a bit tricky to set up as well. So it is probably more fun to develop on linux or mac for android when using my engine. The reason for this is the way through c++ using, which should give many advantages in terms of speed and functionality, but doesn´t simplify the pipeline. It would be easier to just go with Java, instead of this combination of c++ compiled to a lib which is then used through the android java sdk. However, this is something you have to figure out once and which shouldn´t make any more problems afterwards. I am now trying to get the android ndk examples to work in the emulator and will then go on with implementing animations into iSDGE. After that I hopefully manage to port the whole thing to android and then I have to figure out a way to get an android phone for free .
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Slin]
#346662
11/08/10 17:10
11/08/10 17:10
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Still no android and no animation support, but animations are on a kinda good way and I implemented some kind of basic terrain. I actually also uploaded some video of the shadows on youtube: http://www.youtube.com/watch?v=Chl_s70AAgUBoth is quite a bit faster on the real device...
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Slin]
#356280
01/31/11 22:37
01/31/11 22:37
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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More complex scenes will hopefully follow soon, but to at least show some progress: I rewrote the blender exporter which now also supports a second uv set and vertex colors.
Last edited by Slin; 01/31/11 23:05.
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