Developers related stories

Mobile Game Innovation Hunt at GDC Mobile

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The Mobile Game Innovation Hunt will give 12-15 mobile developers and publishers the opportunity to pitch their most innovative game to a panel of expert judges and the audience in three-minutes! Submit your Khronos API-accelerated mobile game by January 15 to participate and for a chance to win cool prizes.

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OpenKODE 1.0 Draft Specification Public Review Period has started - Apply today to participate

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The OpenKODE 1.0 draft specification is available for limited public review. If you are interested in evaluating this draft release and contributing feedback, apply now to take part in the reviewer program. If you application is approved, you will receive a IP/non-disclosure agreement which you simply need to sign and return. You will then be able to download the OpenKODE 1.0 draft and give feedback on the reviewers email list.

You are encouraged to first review the lastest OpenKODE presentation and OpenKODE podcast

What is OpenKODE? OpenKODE 1.0 brings together the OpenGL ES and OpenVG Khronos media APIs to provide state-of-the-art acceleration for vector 2D and 3D graphics and provides the new OpenKODE Core API that abstracts operating system resources to minimize source changes when porting games and applications between Linux, Brew, Symbian, Windows Mobile, WIPI and RTOS-based platforms. Subsequent versions of OpenKODE will add the OpenSL ES and OpenMAX media APIs to provide accelerated video and audio that is fully integrated with graphics processing.
English press release
Japanese press release
Simplified Chinese press release

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COLLADA 1.4.1 specification available in Japanese

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The Japanese translation of the COLLADA 1.4.1 specification is now available. You can download the Japanese translation from the COLLADA page as well as access the COLLADA DOM and the RT FX, and Refinery developer tools and code.

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GLBenchmark 1.0, benchmark suite for OpenGL ES 1.x released

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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.

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Cambridge UK Khronos Media Acceleration Forum presentations now online

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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.

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Mobile Media Developer podcast #4 - OpenMAX DL: Media Codec Portability

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Episode #4 in the Khronos Mobile Media Developer podcast series focuses on OpenMAX DL - a standard to enable rapid porting of codecs to new platforms. OpenMAX DL (Development Layer) APIs contains a comprehensive set of audio, video and imaging functions that can be optimized by platform developers for new CPUs, hardware engines, and DSPs. Developers can then use the APIs to create portable accelerated codec functionality such as MPEG-4, H.264, MP3, AAC and JPEG. They can port the codec to a new platform simply by getting the appropriate platform library.

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Mobile Media Developer podcast #3 - OpenGL ES 2.0: Shaders Go Mobile

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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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Aplix and NVIDIA partner to offer OpenGL ES-accelerated Java mobile graphics

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Aplix will integrate its JBlend Java platform with NVIDIA's GoForce handheld GPUs and JSR solutions from Hybrid and third-party partners to provide optimal Java and graphics performance for mobile devices. NVIDIA will distribute this complete Java graphics solution to its network of mobile content developers, and both companies will promote the jointly developed package to OEM customers. The cooperative agreement covers M3G - Mobile 3D Graphics API for J2ME (JSR 184), Java bindings to OpenGL ES (JSR 239) and Java bindings to SVG for scalable vector graphics (JSR 226).

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3DLABS DMS-02 media processor to support OpenGL ES

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The new DMS-02 processor from 3DLABS incorporates dual ARM 926EJ cores, multi-level caches, three bi-directional video stream ports, 32 or 64-bit mobile memory for up to 1.6 GBytes/s bandwidth along with many peripheral interfaces. It is OS independent with the first SDK supporting embedded Linux 2.6. The processor supports a number of codecs and APIs, including H.264, MP3, AAC, JPEG and OpenGL ES, and may be used in handhelds, navigation systems, video conferencing, in-car entertainment, video surveillance and cell phones.

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Softimage Asia Tour 2006 to feature COLLADA

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Softimage will be demonstating SOFTIMAGE|XSI and SOFTIMAGE|FACE ROBOT v.1.5 in Seoul (Dec 5th, 2006) , Shanghai (Dec 8th, 2006) and Tokyo Dec 12th, 2006). AMD will be discussing workstations tailored to the CG market. COLLADA will be shown as a way to offer interoperability and improved collaboration among teams in mixed-software studio environment, allowing Softimage artists and technical directors to create and work easily in next-generation game development pipeline.

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