Game (3d) development in mosync

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englishaugust1
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Game (3d) development in mosync

Hi,

We started development with mosync last month & pretty impressed with its stability across devices. We have build some simple apps for testing purposes. Now we are thinking of going commercial with mosync.

I was wondering if we can develop 3d games in mosync. I have seen some ported games on mosync but dont know if they re-coded all the game or just used the same code & changed the functions names (i.e. Draw to maDraw etc) as per mosync apis.

Can we see any tool/method/wrapper class for converting C/C++ native code to mosync code.

can anybody suggest any open source/free game engine to get started with 3d game development in mosync.

Thanks.

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Sam Pickard
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Hi,

A lot of people are doing a simple port, changing function names. MoSync was designed for people to transfer existing C++ code to mobile and for it to execute on a large number of devices. To tool to comvert C++ code is the SDK, but you will have to make the changes to the function names. If you look inside the examples, you'll find a code to render Quake models onto the phone, and Alie Tan has converted the Box 2D physics engine to MoSync https://github.com/MoSync/MoSync. We've also used MoSync to run Doom on an iPad.

At some point, there will be wrappers for OpenGL as well, but in the short term, you're going to have to convert an existing 3d engine to MoSync as there isn't one out of the box.

Let me know if I can help with the development in any way.

englishaugust1
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Thanks for inputs. I am trying the same. If succeed, will post the code here.

I am also in touch with alan, lets see how we can work out a tutorial/todo-list for porting game engines.

GameDaddy
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Hmmm... any update on this? I am interested in info about API/SDK/Libraries that would be helpful in game design as well.

englishaugust1
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GameDaddy wrote:

Hmmm... any update on this? I am interested in info about API/SDK/Libraries that would be helpful in game design as well.

I am also waiting for the update on this.

@mosync team: any update on opengl / sdl or any other game development related api/wrapper in nightly builds or upcoming versions.

Anders Malm
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Hi!

We have made internal tests for running OpenGL ES in MoRE and it works really well! We are adding OpenGL ES support for Android and iPhone but for the time being our focus is on adding native UI so this will be done during January and February. The planned release is in March but before that it will be added to the nightly builds.
SDL we have also tried internally and we were able to port both the SDL port of Quake ( http://www.libsdl.org/projects/quake/ ) and the open source implementation of Rick Dangerous ( http://www.bigorno.net/xrick/ ) , together with the c standard library newlib in just a couple of hours. This will also be added when we have finished the implementation and had more tests with it. The reason why we don't release it directly is that we have only implemented the parts necessary for building those two projects.
Stay tuned for more updates on the matter! Smile

englishaugust1
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andersmalm wrote:

Hi!

We have made internal tests for running OpenGL ES in MoRE and it works really well! We are adding OpenGL ES support for Android and iPhone but for the time being our focus is on adding native UI so this will be done during January and February. The planned release is in March but before that it will be added to the nightly builds.
SDL we have also tried internally and we were able to port both the SDL port of Quake ( http://www.libsdl.org/projects/quake/ ) and the open source implementation of Rick Dangerous ( http://www.bigorno.net/xrick/ ) , together with the c standard library newlib in just a couple of hours. This will also be added when we have finished the implementation and had more tests with it. The reason why we don't release it directly is that we have only implemented the parts necessary for building those two projects.
Stay tuned for more updates on the matter! Smile

Awesome !

Thanks for update. Eagerly looking for new release.

Can you share the nightly build version or code used for your examples you referred.

Niklas Nummelin
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Just to give you a glimpse of what's coming up. Here's the San Angeles Observation OpenGL ES port (a graphics demonstration) compiled with MoSync running in MoRE.

Here you can find more information about the demonstration: http://jet.ro/visuals/4k-intros/san-angeles-observation/

// Niklas

san_angeles.PNG
sasij
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Didn't want to start a new thread just to ask this so I hope someone sees it eventually. I understand that opengl support is rather new thing for the nightly builds. I was wondering if there are any plans to add the glBegin()\glEnd() methods or if you're going to be sticking with vertex arrays. Was just wondering because it seems like overkill to use arrays for what I want to do. Also I haven't been having much luck getting ortho mode to work properly. I'm trying to port over some of my engines opengl renderering code to ogles and from what I can tell it should be working properly but I cant see any polygons on the screen when I'm in ortho mode. I'm thinking I might not be using the arrays correctly to render as that's the only part of my code thats different from it's pc counterpart. Just curious if anyone else has ortho issues. Thanks.

EDIT: NVM about the glBegin\End I feel like an ass now. Looking into the spec more I now see that they are gone.

Crog
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sasij wrote:

I was wondering if there are any plans to add the glBegin()\glEnd() methods or if you're going to be sticking with vertex arrays. .

Refer to the OpenGL ES specification http://www.khronos.org/opengles/. You will find immediate mode is very old and vertex arrays are faster and more powerful in the long run. Sure it could be implemented but for efficiency (which is important on a mobile) its not going to change. That's my view though but you will find that openGL 3.0+ (Desktop GL) has also removed ALL immediate mode functionality as well. The way things now work if you stay strict you will be writing faster code albeit with a slightly longer production time.