Saturday, July 7, 2012

The Oolong Game Engine for iPhone and iPod touch : Birds Eye View

The Oolong Engine,

A high performance game engine optimized for 3d graphics on the iPhone written by Wolfgang Engel. It is one of the powerful open source 3D engine that supports sophisticated 3d animation, skinned characters and more. It makes heavy use of PowerVR formats and brought Bullet physics to the iPhone.The Oolong Engine is written in C++ with some help from Objective-C. It will help you to create new games and port existing games to the iPhone and the iPod touch. The best part is, its free.

Oolong Engine 2.x is developed with the official iPhone SDK. So it requires a Mac OS X 10.5.x driven INTEL based Mac with at least iPhone / iPod touch OS 2.x and you need to be a registered developer to use it. Code is up at Google Code and under the permissive MIT license.



Features List:

  • OpenGL ES 1.1 and OpenGL 2.0 (only on iPhone 3GS) support
  • Math library that supports floating-point calculations with an interface very similar to the D3D math library
  • Support for numerous texture formats including the PowerVR 2-bit, 4-bit and normal map compression formats
  • Support for PowerVR's POD (Scene and Meshes), .3DS and .blend file formats
  • Touch screen support
  • Accelerometer support
  • Text rendering to support a basic UI
  • Timing: several functions that can replace rdstc, QueryPerformance etc.
  • Profiler: industry proven in-game profiler
  • Resources streaming system
  • Bullet SDK support (for 3D Physics)
  • Audio engine with OpenAL support
  • Networking with the ENet library
  • Industry proven memory manager from Fluid Studios

Planned features:

  • a new sound engine
  • a few new file formats that make the art workflow smoother
  • a Super Monkey Ball kind of camera system
  • a new model and scene format like the .x file format or the DOOM III formats

Oolong is used in:

Few GamePlays:

Zombie Mansion a first person shooter game


Smashed

Horror Racing


Twin Blades

Kids vs Zombies



Cons:

  • Requires spending too much time in setting up model managers, scene managers, animation managers, camera managers, etc. before being able to start work on the actual gameplay itself.
  • Documentation is not available for this engine.
  • No Integrated Development Environment for visual editing.

Important Links: