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@@ -1,36 +1,44 @@
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## gameplay-encoder
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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 a pre-built version of the gameplay-encoder with support built-in support for:
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+The 'bin' folder contains pre-built versions of the gameplay-encoder executables for both
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+Windows 7 and MacOS X with support built-in support for:
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-## TrueType Font Support
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-TrueType Fonts conversion is enabled/built-in by default into gameplay-encoder via freetype 2 library.
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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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+most common format for fonts. The gameplay-encoder reads these fonts and binary encodes
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+them into a texture mapped base representation using a texture atlas and 8-bit alpha
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+representation.
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-## COLLADA Scene Support
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-COLLADA is enabled/built-in by default into gameplay-encoder via COLLADA-DOM library.
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-Most major 3D DCC tools support the export of COLLADA 1.4.
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-We also recommend you download and use OpenCOLADA (http://opencollada.org/)
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-for Autodesk Maya and 3DS Max.
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+## COLLADA Scene
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+COLLADA is a royalty-free XML schema that enables digital asset exchange
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+within the interactive 3D industry. Most major 3D DCC tools support export to COLLADA 1.4.
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-## FBX Scene Support
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-FBX support can easily be enabled in gameplay-encoder but requires an
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-additional installation of Autodesk FBX SDK. (http://www.autodesk.com/fbx).
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+## FBX Scene
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+Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exchange
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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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+## Building gameplay-encoder
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+The gameplay-encoder comes pre-built for both Windows 7 and MacOS X in the 'bin' folder.
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+However, to build the gameplay-ecoder 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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-You must then rebuild gameplay-encoder with the follow platform/tooling instructions:
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-
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-### Building FBX Support on Windows 7 using Visual Studio 2010
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+### Building with FBX Support on Windows 7 using Visual Studio 2010
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- Download and install the FBX SDK for Window VS2010. (http://www.autodesk.com/fbx)
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-- Edit the project properties of "gameplay-encoder"
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+- Edit the project properties of "gameplay-encoder" for Debug
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- Add Preprocessor Definition "USE_FBX" (C++/Preprocessor)
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- Add the FBX SDK include directory to Additional Include Directories (C++/General)
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* Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.1/include
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- Add the FBX lib directory to the Additional Library Directories (Linker/General)
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* Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.1/lib/vs2010/x86
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-- Add "fbxsdk-2013.1-md.lib"(Release) and "wininet.lib" to the Additional Dependencies (Linker/Input)
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- * Example: fbxsdk-2013.1-md.lib;wininet.lib
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+- Add "fbxsdk-2013.1-mdd.lib"(Release) and "wininet.lib" to the Additional Dependencies (Linker/Input)
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+ * Example: fbxsdk-2013.1-mdd.lib;wininet.lib
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- Build gameplay-encoder
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-### Building FBX Support on Mac OS X using XCode 4.3.2+
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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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- 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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