Multiplatform Madness
So after a lot of learning and mistakes, I finally have Leadwerks Engine 3 running on OSX Snow Leapord, Lion, and iOS. Rather than write out a detailed blog, I'll just throw a lot of random thoughts your way:
-OpenGLES2 is a nice blend of OpenGL 2 and OpenGL 3.3. I'm really surprised my OpenGL 3 shaders translate easily into OpenGLES2 shader code, with only a few changes. In fact, the iOS renderer looks exactly like the deferred OpenGL 3 renderer, except for shadows and some post-effects. The games I have seen running on the iPhone are severely underpowered compared to what they could look like. This little device has quite a lot of power, and you can be sure I will find the way to max out the visuals.
-iOS uses it's own texture compression format. This sucks, because it means either you are using uncompressed textures for cross-platform compatibility, or you have to have separate textures for your iOS build. The OpenGL spec really should have a defined compressed format, but I guess there was some patent issue with DXTC compression, or something like that.
-Lua and my other cross-platform libraries seem to work just fine with iOS, which is fantastic. I really had no idea when I started this project whether it would really work like I hoped or not, but everything looks good.
-The iOS port was probably the hardest one, due to the use of Objective-C. Android should be pretty easy after this. The PS3 is another platform I am really interested in, and my guess is LE3 could be ported to PS3 in a few days or less.
-OSX Lion has some very appealing characteristics related to Leadwerks Engine 3. I'm under NDA and can't say exactly what they are, but it's very good for Mac and graphics. BTW, the gestures they are adding to OSX Lion are really fantastic, and reason enough to get the upgrade.
There's still a ton of work to do before I have an actual product ready to release, but the plan is working and we're on track for a fantastic 3D development system for a wide variety of platforms.
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