Shards (Irrlicht on the iPhone) - with View Preview
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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.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.
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Apple drops NDA for iPhone
Not sure if this helps the iPhone driver out...
http://www.engadget.com/2008/10/01/appl ... phone-nda/
http://www.engadget.com/2008/10/01/appl ... phone-nda/
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
-wyrmmage
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
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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.hybrid wrote:Wasn't it said that the current NDAs will get an amendmend in the next days?
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
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
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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
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
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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.