Thanks.

By the way, I tried your Deadly Chambers game.  It is impressive.  I like 
how the guy's name is Chambers.  Very funny.



On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green wrote:
>
> Yes, texture mapping is fairly standard and is very well supported.
>
> BAI means "Binary Asset Import" and is a compact memory-safe format of the 
> internal structure of the open asset importer library.  We did create it 
> ourselves but it's simple, easy to maintain and extend and fully compatible 
> with version 2 of that library, which is why you can easily add more 
> formats to the engine.
>
> On Friday, December 28, 2012 2:24:49 PM UTC-6, bob wrote:
>>
>> Thanks.
>>
>>
>> Also,
>>
>>
>> Does it support texture-mapped models?
>>
>>
>> And, is the BAI format your own invention?
>>
>>
>>
>> On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:
>>>
>>> Out of the box it supports OBJ for static geometry and Collada (DAE) for 
>>> static and animated models.  We have a utility that will convert either of 
>>> those to a binary format called BAI to go to production because it's 
>>> smaller and loads faster.  The engine uses a library called Open Asset 
>>> Import which supports 30+ formats, so if you want more formats supported, 
>>> all you have to do is add in the format support files to either the engine 
>>> or the BAI conversion utility.  I think the only format that isn't 
>>> supported by Open Asset Importer is FBX, but autodesk has good FBX to DAE 
>>> conversion utilities that work, so there is that option.
>>>
>>> On Thursday, December 27, 2012 10:54:07 PM UTC-6, bob wrote:
>>>>
>>>> Looks interesting.  What 3d model formats does it support?
>>>>
>>>>
>>>> On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:
>>>>>
>>>>> Hi All,
>>>>>
>>>>> I'm a long time contributor of this group (over 400 posts I think), 
>>>>> developer of Deadly Chambers, Antigen and several other Android games and 
>>>>> just wanted to, in good will, let you know about the game engine that 
>>>>> we've 
>>>>> been developing for the past 2 years.  It's called BatteryTech Engine and 
>>>>> is available at http://www.batterytechsdk.com .  It's full OpenGL ES 
>>>>> 2.0 and was designed around Android so that it would work really well 
>>>>> across over 1000 devices, maybe more.  It's free to develop but does 
>>>>> require a license to deploy.  The license gets you full engine source 
>>>>> code 
>>>>> which is something you don't see often from comparable engines.  We 
>>>>> completely integrated Box2D and everything is bound to Lua to make it 
>>>>> really easy to script out game logic.  You can also deploy on other 
>>>>> platforms, but it works great specifically for Android too.
>>>>>
>>>>> Please let me know what you think, either here, privately or 
>>>>> otherwise.  Would love feedback and am always happy to support.
>>>>>
>>>>> Thanks everyone!!
>>>>>
>>>>

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-developers@googlegroups.com
To unsubscribe from this group, send email to
android-developers+unsubscr...@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to