[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-08-09 Thread Daniele Segato
Apparently my question has been already replied:

http://www.batterytechsdk.com/content/1089-official-linux-support
You should upgrade the homepage / doc ;)


So I move to the next question: is it compatible with Gradle and Android 
Studio?

Still there's a problem of not being able to evaluate it from Linux :) and 
probably for this reason I'll not be able to use it for the project I'm 
working on ;)

Regards,
Daniele Segato

On Friday, August 9, 2013 11:43:26 AM UTC+2, Daniele Segato wrote:
>
> Hi,
>
> your SDK seems interesting but I don't see support for developing in Linux.
>
> Seems weird to me since it's easier to compile with NDK on Linux then in 
> Windows (for example).
>
> Is there a way to develop for Android on Linux using your SDK?
>
> Regards,
> Daniele
>
> On Friday, December 28, 2012 12:24:59 AM UTC+1, 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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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-08-09 Thread Daniele Segato
Hi,

your SDK seems interesting but I don't see support for developing in Linux.

Seems weird to me since it's easier to compile with NDK on Linux then in 
Windows (for example).

Is there a way to develop for Android on Linux using your SDK?

Regards,
Daniele

On Friday, December 28, 2012 12:24:59 AM UTC+1, 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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Groups "Android Developers" group.
To post to this group, send email to android-developers@googlegroups.com
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Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-18 Thread Robert Green
Hi Bob,

You're looking at the SDK documentation, which is used to write an
application in C++.  You don't need any of that to evaluate the engine, but
should you choose to use it later and build the engine for Android, the end
product is an .so which is all of the compiled SDK and Engine C++ code and
is used by the included Java files for the engine project.

Please find the engine documentation at
www.batterytechsdk.com/engine-documentation

Thanks


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


On Fri, Jan 18, 2013 at 2:32 PM, bob  wrote:

> Ok, thanks.  BTW, I'm confused about something.
>
> I'm looking at the project named "batterytech" here:
>
> http://www.batterytechsdk.com/sdk-documentation/group___eclipse_setup.html
>
> Can you tell me what the end product is of building that?  Is it a .so
> file or .jar or something?
>
> How do the other projects link to the "batterytech" project?
>
>
>
>
>
> On Monday, January 14, 2013 1:29:05 PM UTC-6, Robert Green wrote:
>
>> 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  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  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  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
 The Digits: Fraction Blast - https://play.google.com/**stor**
 e/apps/details?id=com.**watchthe**digits.fractionblast&**hl=en
 Slyon Street Tuner - https://play.google.com/**stor**
 e/apps/details?id=com.**slyonstu**dios.streettuner
 NSCRA Tuner Challenge - https://play.google.com/**stor**
 e/apps/details?id=com.**powerrev**racing.nscra



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


 On Thu, Jan 3, 2013 at 12:10 PM, bob 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 

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-18 Thread bob
Ok, thanks.  BTW, I'm confused about something.

I'm looking at the project named "batterytech" here:

http://www.batterytechsdk.com/sdk-documentation/group___eclipse_setup.html

Can you tell me what the end product is of building that?  Is it a .so file 
or .jar or something?

How do the other projects link to the "batterytech" project?





On Monday, January 14, 2013 1:29:05 PM UTC-6, Robert Green wrote:
>
> 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 
> > 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  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  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.**slyonstudios.slyonball&hl=en
>>> The Digits: Fraction Blast - https://play.google.com/**stor
>>> e/apps/details?id=com.**watchthedigits.fractionblast&**hl=en
>>> Slyon Street Tuner - https://play.google.com/**stor
>>> e/apps/details?id=com.**slyonstudios.streettuner
>>> NSCRA Tuner Challenge - https://play.google.com/**stor
>>> e/apps/details?id=com.**powerrevracing.nscra
>>>
>>>
>>>
>>> Robert Green
>>> DIY at http://www.rbgrn.net/
>>>
>>>
>>> On Thu, Jan 3, 2013 at 12:10 PM, bob 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 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.
>>>

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-14 Thread Robert Green
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  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  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  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/**store/apps/details?id=com.
>> **slyonstudios.slyonball&hl=en
>> The Digits: Fraction Blast - https://play.google.com/**stor
>> e/apps/details?id=com.**watchthedigits.fractionblast&**hl=en
>> Slyon Street Tuner - https://play.google.com/**stor
>> e/apps/details?id=com.**slyonstudios.streettuner
>> NSCRA Tuner Challenge - https://play.google.com/**stor
>> e/apps/details?id=com.**powerrevracing.nscra
>>
>>
>>
>> Robert Green
>> DIY at http://www.rbgrn.net/
>>
>>
>> On Thu, Jan 3, 2013 at 12:10 PM, bob  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 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-mappe

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-14 Thread bob
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 
> > 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  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
> The Digits: Fraction Blast - https://play.google.com/**stor**
> e/apps/details?id=com.**watchthe**digits.fractionblast&**hl=en
> Slyon Street Tuner - https://play.google.com/**stor**
> e/apps/details?id=com.**slyonstu**dios.streettuner
> NSCRA Tuner Challenge - https://play.google.com/**stor**
> e/apps/details?id=com.**powerrev**racing.nscra
>
>
>
> Robert Green
> DIY at http://www.rbgrn.net/
>
>
> On Thu, Jan 3, 2013 at 12:10 PM, bob  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 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 c

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread Robert Green
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  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  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
 The Digits: Fraction Blast - https://play.google.com/**stor**
 e/apps/details?id=com.**watchthe**digits.fractionblast&**hl=en
 Slyon Street Tuner - https://play.google.com/**stor**
 e/apps/details?id=com.**slyonstu**dios.streettuner
 NSCRA Tuner Challenge - https://play.google.com/**stor**
 e/apps/details?id=com.**powerrev**racing.nscra



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


 On Thu, Jan 3, 2013 at 12:10 PM, bob  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  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 th

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread bob
 

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 
> > 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/**store/apps/details?id=com.**
>>> slyonstudios.slyonball&hl=en
>>> The Digits: Fraction Blast - https://play.google.com/**
>>> store/apps/details?id=com.**watchthedigits.fractionblast&**hl=en
>>> Slyon Street Tuner - https://play.google.com/**
>>> store/apps/details?id=com.**slyonstudios.streettuner
>>> NSCRA Tuner Challenge - 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  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  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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread Robert Green
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  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/**store/apps/details?id=com.**
>> slyonstudios.slyonball&hl=en
>> The Digits: Fraction Blast - https://play.google.com/**
>> store/apps/details?id=com.**watchthedigits.fractionblast&**hl=en
>> Slyon Street Tuner - https://play.google.com/**store/apps/details?id=com.
>> **slyonstudios.streettuner
>> NSCRA Tuner Challenge - 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  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  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.ba

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-10 Thread bob
 

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/store/apps/details?id=com.slyonstudios.slyonball&hl=en
> The Digits: Fraction Blast - 
> https://play.google.com/store/apps/details?id=com.watchthedigits.fractionblast&hl=en
> Slyon Street Tuner - 
> https://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
> NSCRA Tuner Challenge - 
> 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 
> > 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  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!!
>
  -- 
 You received this message because you are 

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-03 Thread Robert Green
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/store/apps/details?id=com.slyonstudios.slyonball&hl=en
The Digits: Fraction Blast -
https://play.google.com/store/apps/details?id=com.watchthedigits.fractionblast&hl=en
Slyon Street Tuner -
https://play.google.com/store/apps/details?id=com.slyonstudios.streettuner
NSCRA Tuner Challenge -
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  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  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!!

>>>  --
>>> You received this message because you are subscribed to the Google
>>> Groups "Android Developers" group.
>>> To post to this group, send email to android-d...@**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
>>>
>>
>>  --
> You

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-03 Thread bob
 

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 
> > 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!!
>>>
>>  -- 
>> You received this message because you are subscribed to the Google
>> Groups "Android Developers" group.
>> To post to this group, send email to 
>> android-d...@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
>
>
>

-- 
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

Re: [android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2013-01-01 Thread Robert Green
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  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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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-31 Thread bob
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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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-29 Thread Robert Green
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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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-28 Thread bob
 

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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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-28 Thread Robert Green
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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[android-developers] Re: New OpenGL ES 2.0 Game Engine Option

2012-12-27 Thread bob
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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