Development of ShadingZen is approaching version 1.0 beta 2 and a new minor update has been rolled out and ready to be cloned/forked by you at ShadingZen’s GitHub repository.
The primary goal for this milestone (v1.0 beta 2) is to provide better documentation, ranging from API documentation to useful examples for the wiki.
Secondary goals are to improve performance, mainly in areas where we can use object pools to avoid garbage collection frame rate drops. In fact, RenderTasks have been refactored and now use a global shared pool manager which creates and reuses RenderTask objects. This gives a performance boost but increases memory usage.
ShadingZen is a 2D/3D Engine for Android OpenGL ES 2.0 and is open source under the MIT License.
I’m showing you the code!
I have decided to open source my 2D/3D engine for Android and it is currently available at GitHub under the MIT License [put random reason here].
The goals behind ShadingZen is to offer a simple framework on which you can build mobile games easily, but without leaving behind performance reasons like stressing out multicore mobile CPUs found in modern phones/tablets. I have borrowed some ideas found at Cocos2D that I just find really useful, like Actions and Transitions.
Go clone it!
I’m using my spare time to create some HOWTOs and examples. I would also like to write down some core concepts of the engine. For more info keep an eye to future changes at the GitHub wiki here.
Some notes I’m preparing for future documentation sections.
Some interesting slides on GPU compute aimed to 3D engine programmers: http://es.scribd.com/doc/111876741/GPU-Compute. It goes beyond rendering and how it can be useful in other situation to offload work to the GPU. It also contains some smart ideas on how to improve overall algorithm performance. Worth a read.
I’m happy to announce that I have release my newest creation, Kids 3D Cube for Android:
For this game a new 2D/3D engine optimized for multi core phones was created, targeting OpenGL ES 2.0, so It won’t run on old Android versions (below 3.2.).
A few interesting things about the 3d engine: It employs an smart task scheduler to parallelize work among all cores. It also has a lazy resource loader and few other interesting functionalities that I believe are a good starting point for upcoming titles.
I have to confess that mobiles GPUs are challenging for the limited set of resources, but high rewarding when your little phone starts showing up your glorious shaders on screen! 😉 A tip: minimize bandwidth usage, keep us much on GPU side and reuse it as much as possible. This is a big win on low-end phones.
I’m actively working on solving a few issues and adding new content to the game, stay tunned!
You can visit Kids 3D Cube fan page at Facebook here: http://www.facebook.com/Kids3dCube