在ogre3d的网站上看到的,iPhone终于被Ogre3D官方支持了!想想吧,在iPhone上玩魔兽、Torchlight等将成为可能!如下是访谈内容:
Q1 | You have joined Ogre3D Teamin order to port Ogre3D to the iPhone. What's the actual state ofthis project? |
A1 | Actually I joined the team after I had finished the firstrevision of the port. Some time in March or April I decided that Ineeded something help hone my skills but I also wanted to helpothers. I had explored Ogre in the past and had been using theiPhone SDK since it was introduced. I saw that an iPhone port wason the Help Wanted page of their wiki so I decided that it was whatexactly what I wanted to do. I was pleasantly surprised when SteveStreeting asked me to join the team. It's been a huge learningexperience and a great deal of fun. The iPhone port is very stableand has received a quite a bit of testing. Starting with theupcoming 1.7 release of Ogre, iPhone OS will become a supportedplatform just like Windows, Linux and Mac OS X. Currently, it isavailable for anyone to try out in the Ogre Subversionrepository. |
Q2 | What are the principallimitations between the PC version and the iPhone? |
A2 | There are actually very few limitations. Features thatrequire the use of shaders such as compositing are not yetsupported but all other features such as skeletal and cameraanimation, billboarding, particles, scene querying and managementwork great. Of course, the iPhone is a very powerful mobile devicebut not as powerful as today's desktop PCs so you must plan yourproject accordingly. |
Q3 | Is it possible to create aniPhone game using Ogre3D without a Mac? What is the developmentenvironment? |
A3 | Presently the development environment is Xcode on Mac OSX. But because Ogre is cross platform, has a number of GUI,Physics, AI and input libraries that can be easily incorporatedwith Ogre, it is possible make a game on any platform and then portit fairly easily to the iPhone. The same tools that people use to create content for otherplatforms can also be used for iPhone development. Create meshes inBlender, 3DS Max, or Maya. Edit scenes with Ogitor. All assetscreated can be used without modification on theiPhone. |
Q4 | How do you handle thedifferences between iPhone 3G and 3Gs (openGL ES 1.1 and2.0)? |
A4 | Only OpenGL ES 1.1 is supported currently, but support for2.0 is a high priority that is already in development. Because 2.0has many fundamental differences from 1.1 (no fixed functionpipeline and addition of the shading language), it needs to be aseparate render system. Much like DirectX and OpenGL, you will haveto either choose one at runtime or the highest supported versionwill be automatically chosen for you atruntime. |
Q5 | Actually different enginesexport to iPhone (Unity 3D, Shiva, Torque), how do Ogre3D completewith those solutions? |
A5 | Ogre can't be directly compared to those engines becauseit is only a rendering engine, while they are complete game engineand content creation solutions that include AI, physics, scripting,etc. Many engines similar to Unity 3D, Torque, etc. requiredevelopers to use a scripting language often based on Javascriptwhich is then compiled down to machine code or interpreted atruntime for the platform that you choose. This can be very nicebecause it they provide a single interface for content creation andcoding regardless of platform and has a shorter learning curve butat the cost of performance. Ogre is written in and provides interfaces for C++ for highperformance. There are also a few wrappers for languages such as.NET, Python and others and also wrappers for a large selection ofthird party commercial and open source libraries. While I cancertainly see the benefits of other engines, I prefer Ogre becauseof the control and flexibility that it gives me. You have theflexibility to choose which libraries you want to use for physics,AI, audio, etc. That flexibility gives you the option to create atoolkit that your development team is most comfortable with whichcan decrease development time. If speaking strictly about rendering, the same scene management,advanced material usage and high performance rendering that Ogreprovides for the desktop are also available on the iPhone. You cancreate beautiful scenes with large poly counts and still get anexcellent framerate. |
Q6 | Is there already someiPhone Apps based on Ogre3D engine? |
A6 | Several people on the Ogre forums have talked about usingOgre for iPhone projects but I haven't heard any details about themyet. Since iPhone is just becoming a supported platform mostanything that has been made so far is for exploration or proof ofconcept. It would be great to see some existing games made withOgre ported to the iPhone as well as brand new projects that useOgre in brand new, creative and innovative ways. I'm excited to seewhat people will do with Ogre on the iPhone with the 1.7release. |
Q7 | There are several ways toadd a user interface on Ogre3D (CeGUI, Hikari...). How to build aUI with the iPhone? |
A7 | Because Hikari depends on Flash, which is poorly suited tomobile devices such as the iPhone, it is not supported. Otherpowerful libraries like QuickGUI, BetaGUI, CEGUI for example shouldhave no problems. As long as you can compile it for the iPhone thenalmost any GUI library should work just fine. I expect that most ofthe popular GUI libraries available for Ogre will have few issues,if any. The same philosophy applies to other library wrappers,developers should be able to harness the resources and tools thatthey are already using in their development and content creationpipelines. Starting with the 1.7 release, Ogre has a new Sample Browser whichhas it's own GUI system. It only required some small changes towork on the iPhone. Resizing and repositioning some UI elements wasall that was needed. |
Q8 | What are your advice forpeople who want to develop 3D content with iPhone? |
A8 | Useyour imagination, don't shy away from doing something different andcrazy. Not only will it get you noticed but it is essential for theevolution of gaming. The ease of development for the iPhone makesit a fantastic environment for experimentation. Hardware-wise theiPhones and iPod Touches are close to fifth generationconsoles(Dreamcast, GameCube, etc.). The focus is more on cleverdesign and input than cutting edge graphics. Don't get me wrong,the graphics are strong but can't be compared to the Xbox 360 orPS3. Much like the Wii, the iPhone allows developers to innovate inuser interfaces and input in dramatic and previously unavailableways. |
Q9 | Ogre3D have been used forTorchLight - a game that receive good critics - do you think thatthe differences between expensive engines (CryEngine, Unreal) andOpen Source engines is getting low? |
A9 | I think it is starting to. The potential is definitelythere. Many commercial engines are tightly integrated with allsubsystems while with Open Source you can choose all systemsyourself and create your own custom game engine. There may be somelegwork that you will need to do to tie them all together. You mayfind wrappers already made to put it all together. While there maybe some more work for the developer to do to get exactly the systemand tools that they want, it gives them a large amount of freedomwhich can be invaluable. The Open Source model also gives you the advantage of communitysupport. Plugins and other code can easily be contributed to helpothers implement the same techniques that are used in commercialengines. Plus, commercial engines can cost thousands of dollars andengines such as Ogre are free. I would say that the developmentcost to assemble a game engine from Open Source projects is farless than licensing a commercial solution. |
原文链接:http://www.3d-test.com/interviews/ogre3d_iphone_1.htm