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Features:
The AllBinary Arcade Game
Development Kit contains over 50 very small
libraries to help ease arcade game development. The main
features
include the following:
- OpenGL Support (1.5 and ES 1.0/1.2)
- Real Time Strategy (Building, Waypoints, Geographic
Resources, and More)
- Game Object Placement
(Maps, Levels, Enemy
Positions and More)
- Genre Specific Libraries (Racing, Scroller, Map Based, and
More)
- Network Libraries (Licensing, Remote Scores, and More)
- Feature/Configuration Options Framework
- Tile Map Creation, Editing, and Loading
- Touch Screen Buttons & Gestures
- Save/Load/Delete Game State
- Special Collision Detection
- Orientation Controls
-
Transitions/Progress
-
Special Animations
-
Heads Up Displays
-
Power-Ups/Drops
- Screen Shakes
-
Path Finding
- Vibration
-
Physics
-
AI/Bots
-
Teams
-
More...
Other Info:
- Over 60,000 lines of efficient Java code over 100 very
small
libraries
- Most of the libraries are use by my games, but some are
not
- Only about 7% of the code is specific to any game
Game Tools:
I use 2 open source tools (BSD or AL licenses) and 2 of my own tools
for development
of games. They are not part of the submission, but they
do
make it a complete game development library and would be part of the
game library distribution.
Some Unique Capabilities:
- Only game specific library that supports
all 3 platforms
- Unique set of features for the
mobile world as listed above.
- Feature/Configuration Options Framework provides the
runtime flexibility for phones of different
capabilities like the following:
- Sound
- Screen Shakes
- Rotation Fidelity
- Vector vs. Image Graphics
- Other Game Specific Graphics Options
- Game Challenge Levels and Sub Challenges Levels
- And more...
I think that while this seems
trivial it is not. It could revolutionize all game development by
allowing and application to flex for each device. I will extend
the Feature/Configuration Options Framework even
further by adding a dynamic auto option selection for a specific phone
instead of the default activity options. This will make it so the
FPS is never slow as long as the user does not add options for custom
gameplay.
- Some of the features provided by the game library are the
most performant available. For example, I use a custom A*
Algorithm in
the Path Finding library for Zepto Racer that is more performant than
any I have seen.
Emulation:
Fast Android plugin and various other libraries for the MicroEmulator
OpenGL Support:
- OpenGL ES 1.0 uses vertex list
- OpenGL ES 1.2 uses direct_texture if available
- OpenGL 1.5 uses direct_texture if available
- Scene Editor is available for making 3D games
- 3D game libs for movable camera view being Isometric,
Top, Follow, and more
Coming Soon in
2010:
- Finish integration for 3D games - Scene Editor and Camera
Views
- Multi-player support for social networking and
game lobby
- Real map integration
Future Impl:
- IPhone, Moblin, and other plaform support
- Robotics Integration
- MDA Integration
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