Hi Bob,

The SDK is the lower-level C++ platform and the engine is a game engine
written on top of the SDK that provides all the high level things a game
developer would want like animation, scripting, resource management, etc


Robert Green
DIY at http://www.rbgrn.net/


On Mon, Jan 14, 2013 at 11:17 AM, bob <[email protected]> wrote:

> Okay.  By the way, what is the difference between BatteryTech SDK and
> BatteryTech Engine?
>
> Thanks.
>
>
>
> On Thursday, January 10, 2013 4:20:55 PM UTC-6, Robert Green wrote:
>
>> The mobile builds and projects are only available in the purchased
>> version.  The free dev kit is just Windows and OSX.
>>
>> If it works in your desktop build, it'll work on the device with the
>> exception of non power-of-two images.  On mobile you're just testing
>> performance and multitouch input before you're ready to release or
>> integrate any 3rd party products.
>>
>>
>> Robert Green
>> DIY at http://www.rbgrn.net/
>>
>>
>> On Thu, Jan 10, 2013 at 1:12 PM, bob <[email protected]> wrote:
>>
>>> Thanks.
>>>
>>>
>>> Can you tell me where to find the .so file?
>>>
>>>
>>> I don't see it in your two zip files.
>>>
>>>
>>>
>>> On Thursday, January 10, 2013 1:20:31 PM UTC-6, Robert Green wrote:
>>>
>>>> If you don't want to modify the engine itself you can just copy the .so
>>>> files and you don't need NDK.  If you want to change any of the C/C++ code
>>>> in the engine, you'll need NDK to rebuild it for Android.
>>>>
>>>> When you're just developing your game, before device testing, you don't
>>>> need anything for Android.  It runs standalone on Windows and OSX.
>>>>
>>>>
>>>> Robert Green
>>>> DIY at http://www.rbgrn.net/
>>>>
>>>>
>>>> On Thu, Jan 10, 2013 at 8:50 AM, bob <[email protected]> wrote:
>>>>
>>>>> Thanks.
>>>>>
>>>>>
>>>>> I'll try to take a look at them when I get a chance.
>>>>>
>>>>>
>>>>> BTW, do you pretty much need the NDK to use your engine?
>>>>>
>>>>>
>>>>>
>>>>> On Thursday, January 3, 2013 12:20:09 PM UTC-6, Robert Green wrote:
>>>>>
>>>>>> Hi Bob,
>>>>>>
>>>>>> There are a number of games already available using BatteryTech
>>>>>> Engine that show off some of the basic capabilities, then we do include 
>>>>>> an
>>>>>> APK of our demo in the engine download so that you can try it out on your
>>>>>> device.  We'll be posting that to the market next week as well, but it is
>>>>>> available now in the archive.
>>>>>>
>>>>>> Here are a few games using it if you want to take a peek at them:
>>>>>>
>>>>>> Slyon Ball - https://play.google.com/**stor****e/apps/details?id=com.
>>>>>> **slyonstu****dios.slyonball&hl=en<https://play.google.com/store/apps/details?id=com.slyonstudios.slyonball&hl=en>
>>>>>> The Digits: Fraction Blast - https://play.google.com/**stor****
>>>>>> e/apps/details?id=com.**watchthe****digits.fractionblast&**hl=en<https://play.google.com/store/apps/details?id=com.watchthedigits.fractionblast&hl=en>
>>>>>> Slyon Street Tuner - https://play.google.com/**stor****
>>>>>> e/apps/details?id=com.**slyonstu****dios.streettuner<https://play.google.com/store/apps/details?id=com.slyonstudios.streettuner>
>>>>>> NSCRA Tuner Challenge - https://play.google.com/**stor****
>>>>>> e/apps/details?id=com.**powerrev****racing.nscra<https://play.google.com/store/apps/details?id=com.powerrevracing.nscra>
>>>>>>
>>>>>>
>>>>>>
>>>>>> Robert Green
>>>>>> DIY at http://www.rbgrn.net/
>>>>>>
>>>>>>
>>>>>> On Thu, Jan 3, 2013 at 12:10 PM, bob <[email protected]> wrote:
>>>>>>
>>>>>>> Cool.
>>>>>>>
>>>>>>>
>>>>>>> Maybe you could put an app in the Android Market that demos your new
>>>>>>> engine?
>>>>>>>
>>>>>>>
>>>>>>> This would make it easier for us to see what it can do.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:
>>>>>>>
>>>>>>>> Thanks bob!  That game was from before BatteryTech and was the
>>>>>>>> reason we built a proper game engine.
>>>>>>>>
>>>>>>>>
>>>>>>>> Robert Green
>>>>>>>> DIY at http://www.rbgrn.net/
>>>>>>>>
>>>>>>>>
>>>>>>>> On Mon, Dec 31, 2012 at 7:38 PM, bob <[email protected]>wrote:
>>>>>>>>
>>>>>>>>>  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!!
>>>>>>>>>>>>>>
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