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.
“3D graphics in mobile phones makes sense” artilce explains how 3D is becoming a key part of handset design
This article looks at how chip makers are now looking to put 3D into their fulll range of mobile offerings, not necessarily for games but for the user interface. This is allowing new applications and new ways of handling the large amounts of complex data in more intuitive ways.
Texas Instruments and Ideaworks3D will extend the capabilities of the OMAP Gaming Platform to support the OpenKODE 1.0 specification, addressing a wider market targeting feature phones to high-end multimedia handsets. To enable developers to address the broadest possible market, the gaming platform now includes TI's OMAP 2 and OMAP-Vox product families. The solution spans both accelerated and non-accelerated 3D graphics solutions using a common development and deployment environment through Ideaworks3D's Airplay software
At GDC, Thu March 8, in the Khronos theater booth, the Adobe Photoshop team is giving a sneak peek of how the next version of Photoshop will better enable game developers to extend Photoshop across their COLLADA 3D workflow. This book extract from "Adobe Photoshop CS3 for Photographers" with a section on 3D support in Photoshop might also be of interest.
A series of articles on how progamming OpenGL ES on Windows CE, from initialization to use model exported from modeling tool. Articles are written in Chinese.
This comprehensive XNA tutorial explains how to do skeletal bone animation and skinning using COLLADA models, which allow for complex animations exported as XML that DirectX .X files can't handle.
The third edition of OpenGL Pipeline, the quarterly newsletter covering all things the OpenGL standards body has “in the pipeline”, covers many exciting issues: Updates about the next generation OpenGL “Longs Peak”, OpenGL and Windows Vista, OpenGL Shading Language tidbits, performance optimization, and a first look at the new OpenGL 2.1 SDK - a hand picked selection of 3rd party contributions from many of the leaders in the community.
At 3GSM, NVIDIA demonstrated a prototype implementation of OpenKODE 1.0 (think DirectX for handhelds) showing multi-tasking in a multi-windowed environment; fully accelerated translucent window compositing, and innovative 3D UI widgets with transition effects. A video capture of this demo is available on YouTube. As noted by engaget "the combination definitely impresses, with full 3D games, seemingly high-quality video, and other multimedia capabilities on full display, not to mention a fairly snazzy and customizable interface".
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Tao announced OpenKODE support for its intent GamePlayer, its cross-platform, binary-portable, native gaming solution. OpenKODE brings together existing industry-standard media APIs with a newly-defined API to abstract operating system services for improved source portability for media and graphics applications over a wide range of platforms, operating systems and devices. Tao's intent GamePlayer further provides binary portability over a variety of platforms beyond handsets such as set-top boxes, automotive and PCs, and a provisioning mechanism to allow native content to be efficiently downloaded, installed and launched.
Futuremark 3DMarkMobile JSR 184 enables valid comparisons between Java M3G and native OpenGL ES 3D Graphics performance
3DMarkMobile JSR 184 is Futuremark’s port of their industry standard 3DMarkMobile ES 1.1 benchmark to the Java Mobile 3D Graphics (M3G) environment. 3DMarkMobile ES 1.1 and 3DMarkMobile JSR 184 share Identical test workloads, which are deployed through Futuremark’s OpenGL ES 1.1 engine in the former, and the company’s JSR 184 engine in the latter. This design enables reliable comparisons between native OpenGL ES and Java Mobile 3D performance. Test suites feature high detail 3D game workloads and pixel processing, vertex processing and CPU processing feature tests, plus image quality tests.