Edge is a multi-platform game engine for mobile devices. The newly announced v3.00 will take full advantage of advanced 3D rasterizing using hardware acceleration and software rendering using OpenGL ES. Developers can use their favorite OpenGL ES implementation through the Edge SDK (including PowerVR, Rasteroid and Vincent OpenGL ES library). For Windows desktop development the standard OpenGL interface can be used.
The beta release of the OpenGL ES 2.0 SDK for PowerVR SGX, provides one of the first OpenGL ES 2.0 PC emulation-based development environments. This SDK features training course content, demos for advanced shader techniques and the first PowerVR SGX tools, including a geometry exporter, texture converter, universal shader compiler, and advanced shader development environment. It also features a PC emulation environment significantly upgraded from previous MBX SDK releases, providing, among other things, full shader support. If you want to get access to this latest SDK before general release, please contact powervrinsider [at] imgtec.com.
This article from SymbianOne is a interview with Xen Games and their transition from their own engine to OpenGL ES on Sony Ericsson's UIQ 3 phones. " As we concentrate on high quality games, which can take a year to write, we don't see any point in creating a game that is not OpenGL ES 3D enabled. It makes no sense to write a game for a device with a 3D chip without using its features. To use the chip you need to use the standard APIs and OpenGL ES is the most widespread standard on phones... The main advantage with OpenGL ES is its cross platform support."
Imagination Technologies shows PowerVR SGX graphics core running OpenGL 2.0 under Windows XP and Linux at CES
Sample silicon from Imagination Technologies of its PowerVR SGX graphics core will be shown running OpenGL 2.0 under Windows XP and OpenGL ES 2.0 under Linux at CES 2007. Demonstrations will include a shader browser showing a variety of advanced shader effects and Quake III running on Windows XP. Other demos created by Imagination’s developer technology group show advanced features including: anisotropic lighting, bumpmapping, cell shading, Gooch shading, Fresnel reflections, iridescence, lightmaps, perturbed UVs, recursive render to texture, stencil buffer, procedural texturing (wood, marble, bricks), procedural deformations and morphing.
At CES, Xilinx demonstrated the logi3D, the automotive industry’s first 3D hardware accelerator IP core targeted specifically for its automotive line of XA FPGAs. The logi3D IP core for the OpenGL ES API provides Tier One automotive electronic suppliers with a parameterizable and scalable solution, allowing flexibility for customized graphics applications based on specific OEM customer requirements. The single screen solution is comprised of a 3D hardware acceleration IP core using OpenGL ES, a Xilinx MicroBlaze processor and display controller, all running on a Xilinx automotive qualified Spartan-3 XA device. Overlay, texturing, shading, and many other features of the core can be customized quickly and efficiently.
JBenchmark 239 is a 3D performance benchmark suite for Java Binding for the OpenGL ES API (JSR 239) compatible devices. The new benchmark not only measures Java based OpenGL ES 1.0 and 1.1 application performance, but also lets direct comparison to native OpenGL ES and Java Mobile 3D Graphics (JSR 184) results. As the high performance mobile engines all use OpenGL ES for underlying rendering, these measurements will also help finding bottlenecks in current Java implementations.
The Sun Java Wireless Toolkit is a set of tools for creating Java applications that run on devices compliant with the Java Technology for the Wireless Industry specification. It consists of build tools, utilities, and a device emulator. The latest Beta 2 release adds support for the Mobile Service Architecture (JSR 248), admvance multimedia supplement, internationalization, and Java Bindings for the OpenGL ES API (JSR 239).
GBenchmark v1.0 is 3D performance benchmark suite for OpenGL ES compatible Brew, Linux, Symbian and Windows Mobile devices. The new benchmark not only measures OpenGL ES 1.0 and 1.1 application performance, but also allows direct side-by-sdie comparison of native OpenGL ES and Java (M3G) based mobile 3D implementations. It can also be used to find performance bottlenecks. GLBenchmark is available as free networked-only, corporate and stategic (source code) versions. Check out the latest posted lperformance results.
The presentations from the full day Khronos Media Acceleration Forum in Cambridge UK are now online. These presentations include OpenKODE, a non-technical introduction to OpenGL ES, hardware-accelerated OpenVG, OpenSL ES overview, a technical overview of OpenGL ES 1.1, a technical overview of OpenMAX DL, IL and AL, how shader programmability with OpenGL ES 2.0 can boost overall system level performance, and high-performance 3D graphics coding for handheld devices.
Episode #3 in the Khronos Mobile Media Developer podcast series focuses on OpenGL ES 2.0 - programmable 3D shaders for mobile devices. OpenGL ES 2.0 introduces the majority of the functionality used by today's desktop games but with a streamlined API for the embedded space. This audio or video podcast from the 2006 Game Developers Conference, reviews in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.
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