Posts Tagged ‘opengl es’
This would probably never fly on the App Store because it executes code or interprets it but is a very nice experiment. More discussion at Hacker News..
Here’s a look at another interesting flash player implementation by Joa Ebert using Java with OpenGL rendering support. It is at an early stage but has the right idea in hardware rendering to OpenGL which is easily cross platform and mobile capable with speed.
This project is pretty new but there is work to make it web browser capable either in a java applet or a plugin for IE/FF/WebKit/etc but there are also others that are out there using alternative renderers. Most of these are in early development with varying support and do not currently compare to Adobe’s Flash Player versions. However the hardware rendering ones like JITB may beat it fairly quickly once all the other features are added. Complete OpenGL based renderers like Unity or WebGL are fast and can run pretty heavy rendering because of hardware acceleration for all drawing and native support.
Other Flash Player implementations:
- AS3 script via LLVM
- Written in C++ (very portable for native)
- OpenGL accelerated rendering
- limited support
- Firefox plugin
- Early development
- flash 7-9 support
Flash Players that use OpenGL as the renderer are nice because cross platform support is easier. The reason why OpenGL is a great idea is it is so cross platform on desktop and on mobile, it is also coming soon in WebGL for the browser hopefully.
Versions of OpenGL and support
- OpenGL ES
- OpenGL ES 1.1 = OpenGL 1.5 and lower (fixed function)
- iOS devices 3rd gen and lessx
- OpenGL ES 2.0 = OpenGL 2+ (current version 4.1 – shader capable).
- iPhone (3GS or later), iPod Touch (3rd generation and later) and iPad
- Android 2.2+
- OpenGL ES 1.1 = OpenGL 1.5 and lower (fixed function)
There is still a clear open field for an open source player to match something like Moonlight for Silverlight or hardware rendered canvas. WebGL would be great to have in time if it gets support but it is also nice to have a compiled language in the content that works in the player faster than scripting but with the ease of scripting. Plugins are still very relevant if they can address that.
A sweet engine for getting started with Android game development is the andengine 2D OpenGL ES engine. This is very simple and compares with cocos2d-iphone for iOS development in 2D with OpenGL ES. They both support a wide range of 2d techniques with an OpenGL renderer. Some great videos are posted on the andengine google code page showing a box2D example, multiplayer example and more.
Mobile games are on slower hardware, similar to later 90′s computers so native is a great way to go for 3d and 2d game development because of this limitation at the current time and well into the next few years. Take this time to learn you some native gamedev. andengine isn’t native directly as it is Java based but compiled with the Dalvik JIT virtual machine. Another way to go native on Android is the Android NDK which allows C and C++.
- andengine download at google code
- andengine examples at google code
- andengine blog
- Mercurial repository at google code
- cocos2d-android port of cocos2d-iphone with BSD license
- rokon android is another BSD licensed android game engine
The engine also has extensions that can be easily added and some great ones exist already.
Unity 3D iPhone was updated recently to 1.0.2 and it has been greatly improved in performance and a much more solid 1.0 toolkit. According to Unity 3D information by up to 50% which means much more room for assets to munch memory for us yay!
I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing. Not sure if it was more from one or the other but the games I am testing/building so far are quicker and the OS feels faster overall.
Get the latest Unity 3d iPhone dev kit (only for Mac OSX obviously since it uses XCode to compile per Apple licensing requirements)
New Features and Improvements
- Reduced memory footprint for uncompressed audio by 50%
- “Memory usage for textures reduced by 50%. Texture memory is now freed once it has been submitted to OpenGLES on the device. The “Enable Get/SetPixels” flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc.
- Improved iPhone script call optimization
- Removed unused parts of Mono runtime
- Reduced memory overhead while reading data from disk and slightly improved load times.
- Support for several predefined splash-screens (portrait/landscape) for Indie version. Just rename one of the splash-screens in the output directory to Default.png
- Exported audio session activation/deactivation functions to AppController.mm
- Added Scripting Reference code examples for iPhone specific APIs
- Fixed audio to play correctly after phone call / text message / alarm interruption occurs
- Fixed compressed audio occasionally refusing to play
- Fixed AudioSource.PlayOneShot to work correctly with compressed audio
- Fixed audio to respect Mute switch and background iPod music
- Fixed Pause function and time property for compressed audio clips
- Fixed OpenAL memory leak
- Fixed PhysX memory leaks
- Fixed Audio and Animation assets leaking while loading new scene
- Fixed a crash related to playing compressed audio in a sequence
- Fixed memory leak while updating Mesh geometry data
- Fixed several small memory leaks in rendering module
- Fixed asynchronous .NET sockets
- Fixed .NET threads
- Fixed cross thread boundary calling to the delegates
- Fixed UnityEngine.TextEditor stripping
- Fixed GUI slider stripping
- Fixed GUI scroll view stripping
- Fixed IndexOutOfRange exception checking
- Fixed Boo.Lang.dll stripping
- Fixed occasional crashes of AOT cross compiler