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