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@@ -2,7 +2,7 @@
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Command-line tool for encoding games assets like true-type fonts and 3D scene files
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into a simple binary-based bundle file format for the gameplay 3D game framework runtime.
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The 'bin' folder contains pre-built versions of the gameplay-encoder executables for
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-Windows 7, MacOS X and Linux (tested on Ubuntu 12) with support built-in support for:
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+Windows 7, MacOS X and Linux Ubuntu 12 (32-bit) with support built-in support for:
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## TrueType Font
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TrueType Fonts represent a standard in defining outline fonts and has become the
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@@ -19,9 +19,16 @@ Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exch
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between several Autodesk content creation packages
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Autodesk® Maya®, Autodesk® 3ds Max®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, and Autodesk® Softimage®
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For more information goto "http://www.autodesk.com/fbx".
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+
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+## Running gameplay-encoder
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+Simply execute the gameplay-encoder command-line executable:
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+Usage: gameplay-encoder [options] <file(s)>
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+
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+Note: Linux Ubuntu 12 (64-bit), you must first install the required 32-bit libs via:
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+sudo apt-get install ia32-libs
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## Building gameplay-encoder
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-The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux x64 in the 'bin' folder.
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+The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux Ubuntu 12 (32-bit) in the 'bin' folder.
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However, to build the gameplay-encoder yourself just open either the
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Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
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XCode project "gameplay-encoder.xcodeproj" on MacOSX.
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@@ -39,8 +46,8 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
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* Example: fbxsdk-2013.3-mdd.lib
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- Build gameplay-encoder
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-### Building with FBX Support on Mac OS X using XCode 4.3.2+
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-- Download and install the FBX SDK for Mac OS X (http://www.autodesk.com/fbx)
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+### Building with FBX Support on MacOS X using XCode 4
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+- Download and install the FBX SDK for MacOS X (http://www.autodesk.com/fbx)
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- Edit the project properties of target "gameplay-encoder".
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- Add Preprocessor Macro "USE_FBX" to both Debug/Release sections. (Build Settings)
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- Add the FBX include directory to Header Search Paths: (Build Settings)
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@@ -49,8 +56,8 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
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* Example: /Applications/Autodesk/FBX SDK/2013.3/lib/gcc4/ub/libfbxsdk-2013.3-static.a (Add Other)
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- Build gameplay-encoder
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-### Building with FBX Support on Linux
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-- Download and install the FBX SDK for Mac OS X (http://www.autodesk.com/fbx)
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+### Building with FBX Support on Linux Ubuntu 12 (32-bit)
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+- Download and install the FBX SDK for MacOS X (http://www.autodesk.com/fbx)
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- Edit the gameplay-encoder/CMakeLists.txt adding the following:
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- Add the FBX include directory to Header Search Paths: (Build Settings)
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* Example: /usr/include/fbxsdk
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@@ -61,7 +68,11 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
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* Example: fbxsdk-2013.3-static
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- Add the FBX library to the library to the add_definitions(-l...) section of the CMakeLists.txt
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* Example -lfbxsdk-2013.3-static
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-- Build gameplay-encoder via main cmake .. in build then make.
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+- Build gameplay-encoder by uncommenting the last line in the gameplay/CMakeLists.txt and running the CMake build via:
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+ > mkdir build
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+ > cd build
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+ > cmake ..
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+ > make
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## Bundle File Format
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The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.
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