Darryl Gough 5937b4ca30 Updated the encoder to add "-h" argument for heightmaps just like the existing argument "-heightmaps". 13 年 前
..
gameplay-encoder.xcodeproj d9fd6c9917 Updated xcode project and schemes 13 年 前
src 5937b4ca30 Updated the encoder to add "-h" argument for heightmaps just like the existing argument "-heightmaps". 13 年 前
README.md 5a9a3ca214 Added prebuilt gameplay-encoder 13 年 前
gameplay-bundle.txt 057be4a862 Fixes single node loading from a Bundle (now loads animations). 13 年 前
gameplay-encoder.sln 436cac137d Added solution for building the gameplay-encoder. 13 年 前
gameplay-encoder.vcxproj f6290db5ea Added pre-built gameplay-encoder executable for win32 into bin folder with FBX/DAE/TTF support built-in. 13 年 前
gameplay-encoder.vcxproj.filters 057be4a862 Fixes single node loading from a Bundle (now loads animations). 13 年 前
gameplay-encoder.vcxproj.user f6290db5ea Added pre-built gameplay-encoder executable for win32 into bin folder with FBX/DAE/TTF support built-in. 13 年 前

README.md

gameplay-encoder

Command-line tool for encoding games assets like true-type fonts and 3D scene files into a simple binary-based bundle file format for the gameplay 3D game framework runtime. The 'bin' folder contains pre-built versions of the gameplay-encoder executables for both Windows 7 and MacOS X with support built-in support for:

TrueType Font

TrueType Fonts represent a standard in defining outline fonts and has become the most common format for fonts. The gameplay-encoder reads these fonts and binary encodes them into a texture mapped base representation using a texture atlas and 8-bit alpha representation.

COLLADA Scene

COLLADA is a royalty-free XML schema that enables digital asset exchange within the interactive 3D industry. Most major 3D DCC tools support export to COLLADA 1.4.

FBX Scene

Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exchange between several Autodesk content creation packages Autodesk® Maya®, Autodesk® 3ds Max®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, and Autodesk® Softimage® For more information goto "http://www.autodesk.com/fbx".

Building gameplay-encoder

The gameplay-encoder comes pre-built for both Windows 7 and MacOS X in the 'bin' folder. However, to build the gameplay-ecoder yourself just open either the Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or XCode project "gameplay-encoder.xcodeproj" on MacOSX.

Building with 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" for Debug
  • 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/2013.1/include
  • Add the FBX lib directory to the Additional Library Directories (Linker/General)
    • Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.1/lib/vs2010/x86
  • Add "fbxsdk-2013.1-mdd.lib"(Release) and "wininet.lib" to the Additional Dependencies (Linker/Input)
    • Example: fbxsdk-2013.1-mdd.lib;wininet.lib
  • Build gameplay-encoder

Building with FBX Support on Mac OS X using XCode 4.3.2+

  • 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/FBXSDK20131/include
  • Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
    • Example: /Applications/Autodesk/FBXSDK20131/lib/gcc4/ub/libfbxsdk-2013.1-static.a (Add Other)
    • Example: libiconv.dylib, Cocoa.framework, SystemConfiguration.framework
  • Build gameplay-encoder

Bundle File Format

The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.

Bundle File Loading

Bundle files can easily be loaded using the gameplay/Bundle.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.