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## gameplay-encoder
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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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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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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 both
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-Windows 7 and MacOS X with support built-in support for:
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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 x64 (tested on Ubuntu 12+) with support built-in support for:
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## TrueType Font
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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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+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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representation.
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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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+## 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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within the interactive 3D industry. Most major 3D DCC tools support export to COLLADA 1.4.
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## FBX Scene
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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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+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 Windows 7, MacOS X and Linux x64 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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XCode project "gameplay-encoder.xcodeproj" on MacOSX.
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+Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake .. from build then make.
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### Building with 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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- 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" for Debug
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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 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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- Add the FBX SDK include directory to Additional Include Directories (C++/General)
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- * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.2/include
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+ * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.3/include
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- Add the FBX lib directory to the Additional Library Directories (Linker/General)
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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/2013.2/lib/vs2010/x86
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-- Add "fbxsdk-2013.2-mdd.lib"(Release) to the Additional Dependencies (Linker/Input)
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- * Example: fbxsdk-2013.2-mdd.lib
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+ * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.3/lib/vs2010/x86
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+- Add "fbxsdk-2013.3-mdd.lib"(Release) to the Additional Dependencies (Linker/Input)
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+ * Example: fbxsdk-2013.3-mdd.lib
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- Build gameplay-encoder
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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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### Building with FBX Support on Mac OS X using XCode 4.3.2+
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@@ -43,12 +44,26 @@ XCode project "gameplay-encoder.xcodeproj" on MacOSX.
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- Edit the project properties of target "gameplay-encoder".
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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 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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- Add the FBX include directory to Header Search Paths: (Build Settings)
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- * Example: "/Applications/Autodesk/FBX SDK/2013.2/include" (Use quotes due to additional space in path)
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+ * Example: "/Applications/Autodesk/FBX SDK/2013.3/include" (Use quotes due to additional space in path)
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- Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
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- Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
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- * Example: /Applications/Autodesk/FBX SDK/2013.2/lib/gcc4/ub/libfbxsdk-2013.2-static.a (Add Other)
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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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* Example: libiconv.dylib, Cocoa.framework, SystemConfiguration.framework
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* Example: libiconv.dylib, Cocoa.framework, SystemConfiguration.framework
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- Build gameplay-encoder
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- Build gameplay-encoder
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+### Building with FBX Support on Linux x64
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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 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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+- Add Preprocessor Macro to the add"-DUSE_FBX" to the end of the add_definitions(...) section of the CMakeLists.txt
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+- Add the FBX library path to the link_directories(...) section of the CMakeLists.txt
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+ * Example: /usr/lib/gcc4
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+- Add the FBX library to the set(APP_LIBRARIES {...} )
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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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+
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## Bundle File Format
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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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The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.
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