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Frank Dodd
Posts: 208
Joined: Sun Apr 02, 2006 9:20 pm

Post by Frank Dodd »

Congratulations on completing this project and getting it approved for the apple store I hope its a big success for you and a great Irrlicht success story too.
grafikrobot
Posts: 44
Joined: Wed Dec 26, 2007 11:42 pm

Post by grafikrobot »

Frank Dodd wrote:Congratulations on completing this project and getting it approved for the apple store I hope its a big success for you and a great Irrlicht success story too.
Thanks... And we just finished another iPhone game building on the growing Irrlicht based game engine. So I've been as busy as hybrid with real life :-) So I'm finally looking at the branch to see what changes I need to put in.
SouthpawBob
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Joined: Fri Dec 28, 2007 6:35 pm
Location: Los Angeles

Apple drops NDA for iPhone

Post by SouthpawBob »

Not sure if this helps the iPhone driver out...

http://www.engadget.com/2008/10/01/appl ... phone-nda/
hybrid
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Post by hybrid »

Ah, interesting. Should indeed make things simpler, however the lack of work in the branch is just due to my lack of time :oops:
wyrmmage
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Post by wyrmmage »

Note that the NDA is still in effect for all applications currently being developed, and you still have to wait to sign a new contract with Apple to get rid of the NDA even if you have released a game :)
-wyrmmage
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
hybrid
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Post by hybrid »

Wasn't it said that the current NDAs will get an amendmend in the next days?
grafikrobot
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Post by grafikrobot »

hybrid wrote:Wasn't it said that the current NDAs will get an amendmend in the next days?
Somewhat... What I'm waiting for is the new *contract* with the amended NDA terms. And hence waiting to see what the new restrictions are. AFAIU they've dropped the NDA for new SDK applications. Someone would have to try and download the SDK to find out though. And also AFAIK the "not released" part applies to Apple, not to your own software.
wyrmmage
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Post by wyrmmage »

yep, grafikrobot is right :)
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
tonic
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Post by tonic »

grafikrobot, I'm eager to see the iPhone Irrlicht port. :) Would you consider sending it over privately?
petervullings
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Joined: Fri Oct 10, 2008 3:11 am

Post by petervullings »

I'm also very keen on that iphone port - let us know when you've had time :)
Ethan
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Joined: Sun Oct 12, 2008 9:00 pm

Post by Ethan »

i would really love to see the irrlicht engine on the pandora (http://www.openpandora.org)

so the first thing will be a open GL ES 1.1 port for the iphone, right?
and 2.0 is following right after that one?

i started programming my project with irrlicht now, so it should be no big deal to port it to the opengl es version of irrlicht, i hope ;)
hybrid
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Post by hybrid »

I have an early version (without any material support) for the ogl-es 2.x as well. But since it's based on the 1.1 version I need to get that one first. My andora is already ordered, so there will definitely be an Irrlicht version for the pandora!
Ethan
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Joined: Sun Oct 12, 2008 9:00 pm

Post by Ethan »

you are the best ;)

are there any limitations for me as programmer, if i start now with normal irrlicht running openGL 2.0 ?
i mean if i want to port it to irrlicht open GL ES 2.0 if its available then.
hybrid
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Post by hybrid »

Well, the ogl-es 1.x driver will have several limitations, because the ogl.es specs are rather function limited. So some things are simply not available. The ogl-es 2.x driver will be limited by the sahders available. If the shaders won't support the feature, it won't be available. And I will only provide a very basic implementation at first, but we will work on that later on of course.
cecil0812
Posts: 12
Joined: Tue Jul 29, 2008 4:57 pm

Post by cecil0812 »

So let me ask what might be a really dumb question, but does this port of Irrlicht to the iPhone mean that the code is now in Objective C? Or were you able to keep it in C++?
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