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Re: iSDGE (an Open Source iPhone Game Engine) [Re: Quad] #341698
09/19/10 13:54
09/19/10 13:54
Joined: Nov 2002
Posts: 913
Berlin, Germany
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SchokoKeks Offline
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Joined: Nov 2002
Posts: 913
Berlin, Germany
I'm going to buy an Android phone too, and there doesn't seem to be a good free 3d engine around yet, so it might be a great possible market.
Are you working on it?

Re: iSDGE (an Open Source iPhone Game Engine) [Re: SchokoKeks] #341701
09/19/10 15:01
09/19/10 15:01
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Lübeck
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 tongue.

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #346662
11/08/10 17:10
11/08/10 17:10
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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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_s70AAgU
Both is quite a bit faster on the real device...

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #346685
11/08/10 20:08
11/08/10 20:08
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Bielefeld, Germany
Keep it on! Animations, please! laugh

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Pappenheimer] #348100
11/22/10 17:00
11/22/10 17:00
Joined: May 2005
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Lübeck
Slin Offline OP
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I implemented some basic culling and added water to my terrain testscene as well as hardcoded fog (within the terrain shader). The terrain shown uses chunking and in total has 512*512 vertices.



Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #348101
11/22/10 17:07
11/22/10 17:07
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Kiel (Germany)
Very nice!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: iSDGE (an Open Source iPhone Game Engine) [Re: Superku] #349102
12/04/10 00:23
12/04/10 00:23
Joined: May 2005
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Lübeck
Slin Offline OP
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I added some kind of LOD for the terrain and reflections for the water.
You can see it in action on youtube: http://www.youtube.com/watch?v=BlZGAGVJGAo
But please read the description wink.

Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #356280
01/31/11 22:37
01/31/11 22:37
Joined: May 2005
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Lübeck
Slin Offline OP
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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.
Re: iSDGE (an Open Source iPhone Game Engine) [Re: Slin] #356292
01/31/11 23:57
01/31/11 23:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Very pretty grin

Re: iSDGE (an Open Source iPhone Game Engine) [Re: lostclimate] #358732
02/13/11 01:19
02/13/11 01:19
Joined: May 2005
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Lübeck
Slin Offline OP
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With the help of Superku (who provided a very helpfull matrix and motivation), I finally got some kind of solid view frustum culling to work:

Not pretty and at the time of the screenshot (with 500 entities) I even had doubts that the culling would cause any peroformance gain at all. But when starting at the center looking to the outside, I have stable 60fps with culling and only 23fps without culling, so it actually seems to bring some performance gain, even quite a lot laugh

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