Free intent GamePlayer Application Development Kit with OpenKODE 1.0 support enables binary portability
The intent GamePlayer Application Development Kit (ADK) offers an implementation of OpenKODE with OpenGL ES 1.1 and EGL 1.3. It enables game developers rapid development of their code and deployment across all of the industry's major CPU architectures and devices including X86 and ARM and peripheral silicon support such as graphics acceleration. Using the ADK, you can deliver a single binary ubiquitously across the industry's architectures enabling game applications to run at native speed across different platforms, irrespective of the hardware and across both open and closed operating systems. It also supports over-the-air deployment, even on "closed" platforms that are not normally capable of over-the-air deployment of native content. This initial launch of the ADK is a BETA version. An upgrade, ADK 1.0 is expected to replace this by the end of March. The download is available at no charge.
The ShaderX book series (1-5) is looking for authors for ShaderX6. ShaderX6 will cover advanced rendering techniques including Mobile Devices shader programming (i.e. OpenGL ES 2.0). Proposals are due by April 1st, 2007.
AMD is introducing a suite of tools to help content creators jumpstart the development of applications for handheld devices based on OpenVG 1.0 and OpenGL ES 2.0 and AMD’s Unified Shader Architecture. The tool suite includes RenderMonkey, a shader development tool to help developers create visually compelling characters and environments. The upcoming RenderMonkey v1.7 adds support for mobile content development including full OpenGL ES 2.0 shader support. AMD will also provide emulation environments and development kits to help developers create, test and tune their applications.
Acrodea has released the first OpenKODE 1.0 implementation for free download. This package contains an implementation of OpenKODE Core as defined in the OpenKODE 1.0 specification. This release only contains the OpenKODE Core library, so in order to do anything useful with it you'll also need an implementation of EGL and some client APIs. Hybrid provides a free EGL+OpenGL ES+OpenVG implementation for noncommercial use. The example source code provided assumes EGL and OpenGL ES headers and libraries are available.
The Khronos Group has officially begun two new working groups. The glFX Working Group is defining a run-time API to enable advanced 3D visual effects contained in a COLLADA FX file to be easily and portably used in OpenGL and OpenGL ES applications. The Composition Working Group is defining graphics APIs to enable window systems to be constructed using open standards for display composition to encourage mobile devices to use fully accelerated advanced user interfaces. See Press Release.
The COLLADA contest is designed to encourage open source COLLADA conditioning programs to be created and uploaded into the COLLADA Framework on Sourceforge. A growing body of conditioners enables any developer to construct sophisticated pipelines to condition content for diverse platforms. Winners of the COLLADA Contest will be announced at SIGGRAPH 2007 and prizes include airfare to San Diego and four night’s accommodation to attend SIGGRAPH and a SONY Playstation 3.
The OpenKODE presentation from GDC is now online as a PDF. It reviews the background behind OpenKODE as well as discusses the current 1.0 release, public implementations and what is planned for the next spec update. It also review information about the new glFX Pipeline and Composition APIs
Designed to gauge the performance of tomorrow's premium mobile gaming hardware today, 3DMarkMobile ES 2.0 is a complete OpenGL ES 2.0 test suite that includes 2 OpenGL ES 2.0 3D game content tests and OpenGL ES 2.0 API feature tests for measureing performance on vertex and fragment shader processing, post processing, depth complexity, texture filtering and image quality. The benchmark suite will be released publicly in May, 2007.
Khronos has released the OpenVG 1.0 Conformance Tests that can be used by vendors to certify that OpenVG implementations are compliant with the OpenVG specification and use the OpenVG trademark to encourage reliable, cross-platform vector graphics interoperability. Khronos has also released an open source Sample Reference Implementation of OpenVG 1.0 (MIT license) to further enable OpenVG implementers and developers to leverage this innovative, royalty-free open standard in their products and applications. See Press release.
Menus Master is a flexible and user-friendly solution to create game user interface (UI) for any C++ platform. The new v2.5 add new tools that make much easier to create all user interface mechanisms: buttons animations and special effects, carousels, page transitions, pop-ups, and automated variable management. The Omegame team will show how COLLADA eases the authoring of 3D user interfaces with Menus Master. Menus Master v2.5 will be publicly demonstrated Tuesday March 6 in the Khronos booth and again on March 8 and 9, at Omegame’s booth, in the Game Connection area, in the Gateway Ballroom.