Darryl Gough ca632aa7d8 Merge branch 'next-dgough' of https://github.com/blackberry-gaming/GamePlay into next-dgough il y a 14 ans
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gameplay-encoder.xcodeproj 407486ed2d Added xcode as shared schemes il y a 14 ans
src 9d764e56d4 Added vertex color support to gameplay-encoder. il y a 14 ans
README.md 98d124bf19 Update gameplay-encoder/README.md il y a 14 ans
gameplay-binary.txt cb26019194 Improved support for bounding volume computation for skinned meshes. il y a 14 ans
gameplay-encoder.vcxproj 694bf6feae Fixed Quaternion in the encoder. il y a 14 ans
gameplay-encoder.vcxproj.filters 694bf6feae Fixed Quaternion in the encoder. il y a 14 ans
gameplay-encoder.vcxproj.user 9ef4599e59 Added support for generating heightmaps from mesh data gameplay-encoder via a new "-heightmaps <node_ids>" argument. il y a 14 ans

README.md

GamePlay Encoder

GamePlay Encoder is a command-line tool for encoding/packaging games assets like fonts and 3D scene files into a binary package file format for the GamePlay runtime framework.

TrueType Font Support

TrueType Fonts conversion is enabled/built-in by default into gameplay-encoder via freetype 2 library.

COLLADA Scene Support

COLLADA is enabled/built-in by default into gameplay-encoder via COLLADA-DOM library. Most major 3D DCC tools support the export of COLLADA 1.4. We also recommend you download and use OpenCOLADA (http://opencollada.org/) for Autodesk Maya and 3DS Max.

FBX Scene Support

FBX support can easily be enabled in gameplay-encoder but requires an additional installation of Autodesk FBX SDK. (http://www.autodesk.com/fbx). You must then rebuild gameplay-encoder with the follow platform/tooling instructions:

Building FBX Support on Windows 7 using Visual Studio 2010

  • Download and install the FBX SDK for Window VS2010. (http://www.autodesk.com/fbx)
  • Edit the project properties of "gameplay-encoder"
  • Add Preprocessor Definition "USE_FBX" (C++/Preprocessor)
  • Add the FBX SDK include directory to Additional Include Directories (C++/General)
    • Example: C:/Program Files/Autodesk/FBX/FbxSdk/2012.2/include
  • Add the FBX lib directory to the Additional Library Directories (Linker/General)
    • Example: C:/Program Files/Autodesk/FBX/FbxSdk/2012.2/lib/vs2010/x86
  • Add "fbxsdk-2012.2-mdd.lib" and "wininet.lib" to the Additional Dependencies (Linker/Input)
    • Example: fbxsdk-2012.2-mdd.lib;wininet.lib
  • Add a post build event to copy the DLL (Build Events/Post-Build Event)
    • Example: copy /Y "C:\Program Files\Autodesk\FBX\FbxSdk\2012.2\lib\vs2010\x86\fbxsdk-2012.2d.dll" "$(TargetDir)"
  • Build gameplay-encoder

Building FBX Support on Mac OS X using XCode 4

  • Download and install the FBX SDK for Mac OS X (http://www.autodesk.com/fbx)
  • Edit the project properties of target "gameplay-encoder".
  • Add Preprocessor Macro "USE_FBX" to both Debug/Release sections. (Build Settings)
  • Add the FBX include directory to Header Search Paths: (Build Settings)
    • Example: /Applications/Autodesk/FBXSDK20122/include
  • Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
    • Example: /Applications/Autodesk/FBXSDK20122/lib/gcc4/ub/libfbxsdk-2012.2-static.a (Add Other)
    • Example: libiconv.dylib, Cocoa.framework, SystemConfiguration.framework
  • Build gameplay-encoder

Binary Format

The GamePlay binary package format is well defined in the gameplay-encoder/gameplay-binary.txt file.

Binary Loading

GamePlay binary package files can easily be loaded using the gameplay/Package.h which is part of the GamePlay runtime framework.

Disclaimer

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.