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 Q&A Airplay Ideaworks3D,
Tim Closs,
August 2009
 

 

Airplay certainly accelerates that convergence from the development perspective, as we provide a vanilla C++ development environment that is very familiar to PC apps developers or console game developers. Airplay users do not need to know anything about specific platform SDKs such as Symbian, iPhone, etc. ”

< Developed with AirPlay

   
Q1 Could you please give a brief description of Ideaworks3D?
A1 Ideaworks3D is a privately held technology and game development company headquartered in London. Founded in 1998 with a strong Oxford and Cambridge computer science and electronic engineering pedigree, the company has an unparalleled track record of creative innovation and technical leadership in the field of high performance mobile gaming. Ideaworks3D‘s Airplay™ platform is the result of over 8 years of research and development into high-performance native multimedia applications on mobile devices, and has powered ground-breaking and award-winning titles such as Konami’s “Metal Gear Solid Mobile”, which won “Best Game” and “Operators’ Choice” accolades at IMGA 2008. Ideaworks3D's Studio is also the recipient of multiple industry accolades including Best Mobile Studio at the Develop Excellence Awards 2008, and two BAFTA Games Awards for best handheld and mobile games.
   
Q2 There are many different embedded platforms. How can Airplay produce optimized performances on each device?
A2 Through a combination of clever runtime decisions, and clever offline tools, as follows:
- Runtime decisions: the app queries the device for the presence and type of any hardware graphics acceleration. If GLES2 is available, all drawing is pushed through the GLES2 drivers; otherwise if GLES1 is available, all drawing is pushed through the GLES1 drivers. If no GLS driver is available, drawing falls back to (extremely fast) software rendering (we claim to have the fastest mobile 3D software renderer in the world). Also, when using GLES drivers, the driver string is queried for vendor and revision, and some "load balancing" is performed depending on the type (e.g. deciding whether to do transform/lighting on the application side, or the GLES driver side).
- Offline tools; Airplay by default generates a default asset set that will run well anywhere. However, if the developer has time/budget to create separate asset sets optimised for different classes of device, that can do that very easily. For example, one line in a resource script will trigger the generation of a new asset set optimised for PowerVR, formatting streams as required and using PVR texture compression where possible.
   
Q3 iPhone is more and more popular: have you any tool for creating games on it?
A3 Using Airplay, developers can create iPhone applications in pure C++, on either PC or Mac. A single Mac is required to be connected to the developer's LAN, to run the Apple code-signing tools. Otherwise, a developer could choose to develop purely on PCs in Visual C++, testing their ARM binary on the desktop, and deploying to iPhone using iTunes on PC. Of course, Airplay's support for GLES1 and PowerVR optimisations are also very useful.
   
Q4 What are the main features of Airplay in the field of 3D graphics?
A4

Airplay supports flexible material management, model management and rendering, skinned animation, shaders, and a "scaleable graphics pipeline". What is meant by the latter is; developers can construct materials that use shaders and multiple texture stages; these can be utilised on GLES2 devices, but if a device only has GLES1, the shader is not used and texture stages 1+2 are used instead. If there is no GLES driver, only texture stage 1 is used.
Large models can be automatically segmented using octrees or BSP trees.
Multiple textures can be automatically "atlassed" into a single large texture, to improve GLES performance.
Skinned animation supports up to 32 bones, 4 weights per vertex, blending of multiple full-hierarchy and sub-hierarchy animations.

   
Q5 Ideaworks3D try to use standard technologies from Khronos group. What are the benefits of using those technologies for embedded devices?
A5 Obviously GLES is generally the only way of accessing hardware graphics acceleration on devices, so must be supported.
The main other Khronos API we support is OpenKODE, an emerging standard for OS abstraction on embedded devices.
Ideaworks3D was instrumental in designing the OpenKODE specification, and we are the only solution provider to claim OpenKODE compatibility across all open OSs.
   
Q6  Ideaworks3D can produce interactive 3d contents for Zii. There are more and more devices ready to display 3D graphics : do you manage to support all specificities of this new handheld device? Is Airplay bundled with Zii SDK?
A6 An Airplay demo will likely be bundled with the ZiiLABS Plazsma SDK, and customers will be directed to us for licensing discussions.
Airplay can support all of the great features of the Zii EGG platform including 3D graphics, sound, cameras, touchscreen, accelerometer, GPS, and video.
   
Q7  Could you please describe the 3D pipeline for creating 3D assets? (ex: wich DCC tool can be used, what can be supported : skeleton animation, shaders...?)
A7 We provide exporter plug-ins for all recent versions of 3DS Max and Maya. Additionally, we support any tool that can export in COLLADA format.
Materials, models and animations can be previewed in the Airplay Viewer from within the DCC tools.
Materials and shaders can be edited from within the plug-ins.
All data is exported from the DCC tools in very readable text files; these files are used when running the Windows version of Airplay, and are optimised and compressed into binary versions suitable for loading on embedded devices.
Q8 Creating 3D games for embedded devices is more and more popular: do you think that there will be less and less differences between programming for PC and programming for smartphones?
A8 The two are converging, but more slowly than many people had expected.
Airplay certainly accelerates that convergence from the development perspective, as we provide a vanilla C++ development environment that is very familiar to PC apps developers or console game developers. Airplay users do not need to know anything about specific platform SDKs such as Symbian, iPhone, etc.
   
   
 
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