Ken Whatmough 959f6ba6b4 Undo Xcode project changes for FBX SDK, so that the only net change is to add the Heightmap.cpp and .h files needed to fix the build errors. 13 anos atrás
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gameplay-encoder.xcodeproj 959f6ba6b4 Undo Xcode project changes for FBX SDK, so that the only net change is to add the Heightmap.cpp and .h files needed to fix the build errors. 13 anos atrás
src ab871dd581 Fix encoder build errors on Mac 13 anos atrás
README.md 39c653335f Updated gameplay-encoder and README for building on MacOSX with latest FBX 2013.2 13 anos atrás
gameplay-bundle.txt 057be4a862 Fixes single node loading from a Bundle (now loads animations). 13 anos atrás
gameplay-encoder.sln 436cac137d Added solution for building the gameplay-encoder. 13 anos atrás
gameplay-encoder.vcxproj 20968bfaef Merge branch 'next' of https://github.com/blackberry/GamePlay into next 13 anos atrás
gameplay-encoder.vcxproj.filters 20968bfaef Merge branch 'next' of https://github.com/blackberry/GamePlay into next 13 anos atrás
gameplay-encoder.vcxproj.user f6290db5ea Added pre-built gameplay-encoder executable for win32 into bin folder with FBX/DAE/TTF support built-in. 13 anos atrás

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/2013.2/include
  • Add the FBX lib directory to the Additional Library Directories (Linker/General)
    • Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.2/lib/vs2010/x86
  • Add "fbxsdk-2013.2-mdd.lib"(Release) to the Additional Dependencies (Linker/Input)
    • Example: fbxsdk-2013.2-mdd.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/FBX SDK/2013.2/include" (Use quotes due to additional space in path)
  • Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
    • Example: /Applications/Autodesk/FBX SDK/2013.2/lib/gcc4/ub/libfbxsdk-2013.2-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.