The Khronos Group has announced a detailed schedule of the upcoming Developers University session at this years Game Developers Conference 2009. This all day session will teach you about cross-platform APIs for advanced graphics and media acceleration. The Khronos Session will cover four major topics, OpenCL, OpenGL, COLLADA and the Khronos Mobile API Ecosystem:
- OpenGL 3.1 - a streamlining of the OpenGL API that also adds cutting edge acceleration functionality
- OpenCL 1.0 - portable heterogenous parallel computing that works smoothly with OpenGL to open a new world of visual computing opportunities
- OpenSL ES 1.0 - an API for enhanced mobile audio that forms the final piece of the Khronos mobile ecosystem
- Accelerated 3D for the Web - a new initiative spearheaded by Mozilla with Khronos to bring dynamic 3D graphics to web content everywhere.
Aika is a simple yet powerful Game Engine written in C++ without any platform dependence. You can use Aika on several platforms including Nintendo DS and Symbian. Aika uses OpenGL as the main render due to its ease of use and powerful API, and COLLADA as the main input data file format. The main proposal of the engine is to create a portable and easy of use framework to create multimedia content.
Ideaworks3D, a leading developer of native mobile technology and applications, today announced that the release of Airplay 3.5 - the world's most advanced tools and middleware for native mobile game development - will revolutionise the way console and handheld developers look at mobile gaming. Airplay 3.5 provides full support for OpenKODE, the emerging industry standard for mobile operating system abstraction. The Khronos group has ratified Airplay as being compliant on far more platforms than any other provider. Airplay includes the world's fastest mobile software renderer, empowering rich 2D and 3D graphics on ARM9 and ARM11 handsets without hardware graphics acceleration. However, Airplay 3.5 also seamlessly supports OpenGL ES 1.x, allowing developers to exploit the power of any hardware graphics acceleration on the handset.
Hayden Porter has done an interesting interview with Nathan Charles, lead for the Khronos Group OpenSL ES API working group and Software Architect at Creative Labs. Read the full interview here. Hayden Porter is a developer with a special interest in interactive sound for the web and mobile.
Symbian, the consortium that develops the mobile operating system of the same name, plans to add in APIs for multimedia applications, a bearer mobility capability and technology for greater code density on ARM processors to the OS over the next 18 months. Two of the multimedia APIs come from the Khronos Group, OpenSL ES and OpenMAX IL, said Andy Moran, head of enterprise at the London-based company. Symbian intends to implement OpenGL ES, another Khronos Group API for full-function 2D and 3D graphics, enabling mobile TV, videoclips on a phone and so on.
Khronos Group Releases OpenMAX AL 1.0 and OpenSL ES 1.0 Specifications for Embedded Media and Audio Processing
The Khronos™ Group has publicly released provisional versions of the OpenMAX™ AL 1.0 and OpenSL ES™ 1.0 specifications to enable widespread developer feedback and rapid industry implementation of these new standards that are designed to bring portable, state-of-the-art audio, video and image acceleration to mobile handsets and embedded devices. Both specifications are expected to be finalized by mid-2008. Read the press release.
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 #2 in the Khronos Mobile Media Developer podcast series focuses on OpenSL ES - a cross-platform foundation for audio on mobile devices with support for interactive sound for games, streaming audio, music mixers and ringtones. OpenSL ES addresses the current industry problem of a bewildering variety of proprietary audio APIs in the mobile space. Games or music applications have to either write to the lowest common demonitor (which is very low) or lose portability between devices. OpenSL ES offers a cross-platform, common API, with support for current standards built in. In addition it provides standardized access to advanced audio functionality, as well as hardware accelerated support for higher-level audio APIs such as OpenAL.
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The Khronos Group has launched the first episode in the Mobile Media Developer podcast series. In this new series, the developers behind the industry standards for 3D, 2D, video and audio for mobile devices describe how the new technologies work and how they can be used by developers, carriers and manufacturers to create applications for mobile phone, handhelds and game consoles.
The first podcast previews the new OpenKODE APIs. OpenKODE provides functionally similar to DirectX on the desktop, except it is cross-platform, royalty-free and streamlined for handheld devices. The goal of OpenKODE is to make it easier for developers (and carriers) to deploy rich media applications on mobile phones, by providing system abstraction so that develoeprs don’t have to worry about the underlying handset hardware or OS. It also offers state-of-the-art media acceleration technologies as well as access to operating system resources, input devices and displays.
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The new OpenGL 2.1 specification adds backwards compatible enhancements to OpenGL’s advanced programmable pipeline including: Pixel Buffer Objects for fast texture and pixel copies between frame buffer and buffer objects in GPU memory; texture images specified in standard sRGB color space for enhanced application color management flexibility; and numerous additions to increase the flexibility of shader programming including non-square matrix support, support for arrays as first-class objects, a fragment position query in shaders using Point Sprites and an invariant attribute for variables to enhance shader code reliability.
Also announced, the Graphic Remedy Academic program will offer a free one year license to its gDEBugger OpenGL debugger and profiler tool to OpenGL developers in academia.