OpenKODE is an open, cross-platform, royalty-free development environment for mobile media. This cohesive framework includes APIs for 3D graphics, scalable vector graphics, video, audio, and an open digital-asset schema designed for interactive applications. This half day SIGGRAPH course (July 31, 8:30 am - 12:15 pm) provides an overview of each of OpenKODE’s constituent technologies.
Who should attend?: Software developers who are targeting the mobile media market. Desktop or workstation application developers who need an introduction to developing for mobile media. Anyone who wants to learn about this exploding market.
Bellagio is an opensource implementation of the Khronos OpenMAX Integration Layer API to access multimedia components that runs under Linux. It is intended to show the usage of the OpenMAX IL API and to allow people to start developing components. The new v0.2 release makes developing new OpenMAX components easier. The components included in this release pass the proposed OpenMAX conformance tests. The MP3 decoder and ALSA sink components already present in release 0.1 have been rewritten according to the new component architecture. A volume control component has been added as well.
‘ONE – Who’s Next?’ is a 3D fighting game sequel to the popular ‘One’. This sequel features more advanced graphics, including new scenarios adapted for landscape mode gaming on Nseries mobile computers. It runs fully OpenGL ES 1.1 hardware accelerated on the new Nokia N93. If you are wondering just what OpenGL ES 1.1 hardware acceleration means for the ‘One - Who’s Next?”, check out their movie trailer. This trailer is 3D generated in real-time on the Nokia N93 with OpenGL ES 1.1 hardware acceleration.
After shipping dozens of different handset models with OpenGL ES 1.0 API, Nokia has introduced the N93, their first fully hardware accelerated OpenGL ES 1.1 handset. N93 is capable of rendering millions of triangles per second, while maintaining high image quality by supporting free bilinear filtering and full-screen anti-aliasing. N93 device is currently under conformancy review and is expected to fully conform with OpenGL ES 1.1 specification.
To support the 3rd party application development, Forum Nokia S60 SDK Plugin for OpenGL ES 1.1 is already available. This plug-in enables full use of the native 3D graphics features supported in the Nokia N93. It also provides an OpenGL 1.1 ES features upgrade, from OpenGL ES 1.0, to the S60 emulator. This enables testing and debugging of OpenGL ES 1.1 compliant Symbian C++ applications without a device.
gDEBugger ES is an OpenGL ES debugger which traces application activity on top of OpenGL ES to provide the application behavior information you need to find bugs and to optimize application performance. This new product brings all of gDEBugger’s OpenGL debugging and profiling abilities to the OpenGL ES developer’s world. In addition gDEBugger ES acts as an emulator for OpenGL ES when working on Windows PC. gDEBugger ES is available under a restricted beta program.
The Tokyo Mobile Gaming Forum was held April 28th, 2006. Presentations covered OpenKODE (a native content platform providing source portability for games and media applications), OpenGL ES (3D for mobile), OpenSL ES (audio for mobile), OpenMAX (streaming media), OpenVG (accelerated Flash, PDF and SVG), and COLLADA (digital asset application interoperability). Powerpoint presentations (English and Japanese) are now available for review and download.
Call of Duty 2 will be Aspyr’s third Pocket PC-based title using OpenGL ES hardware acceleration using Intel multimedia accelerators. They’ve previously published OpenGL ES-accelerated Pocket PC versions of Pangea Software’s Enigmo and Tony Hawk’s Pro Skater 2. Call of Duty 2 is rumored to take advantage of the PowerVR SGX core expected to be in the new version of the Intel multimedia co-processor.
ATI has acquired Bitboys Oy. Bitboys is know for its OpenGL ES 2.0 3D graphics and OpenVG 1.0 2D vector graphics technologies optimized for high-volume mainstream mobile phones. These graphics cores will be supported by ATI’s common software stack which covers its complete range of multimedia co-processors. This unified software environment will allow developers to easily create content for a range of devices and offers mobile phone manufacturers faster time to market.
The COLLADA RT Loader is a sample that was developed to load COLLADA document scene files, and render them using CG 1.5. It provides scene heirarchy, cameras, animation, and skinning support as well as basic COLLADA_FX rendering with the assistance of the COLLADA_FX lib.
The COLLADA FX Loader project is a sample that was developed to load a basic COLLADA FX document, and to make all of the calls to the Cg / CgGL runtime to create and initialize the materials and effects defined in COLLADA. It also provides an API to apply those effects through calls to set and reset the pass state of an effect.
The sample projects complement the open source COLLADA DOM, an API that provides a C++ object representation of a COLLADA XML instance document.
Three new streaming Flash videos of demos from GDC 2006 show interoperability of physical simulations using COLLADA 1.4.
- Ragdoll simulation using Nima PhysX plug-in for Maya
- Nima PhysX plug-in for Maya with support for COLLADA Physics
- Exporting rigid body car crash scene from Maya to COLLADA