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 Q&A Stephane Groud, Product Manager & Paul Beardow, Chief Technology Officer.
Swerve Technology, Superscape Group PLC.
29/06/04
Q1 A brief presentation of Swerve technology.
A1 Superscape specialises in 3D technology for Java (JSR-184/M3G) and native wireless environments (including BREW(TM)). Swerve is a complete solution comprising a software-only 3D engine (Swerve Client), a powerful development tool (integrated into 3ds maxTM) called Swerve Studio, and a large catalogue of 3D games available for licensing based on high profile IP from leading brands such as Disney, Universal, 20th Century Fox, Activision, Sony. Key players such as ARM, Motorola, Siemens, Samsung and the above leading IP holders have already endorsed Swerve to push mobile entertainment to the next level. In November 2003, Superscape was the first company to announce an end-to-end implementation of the JSR-184 standard. Since then, several Swerve Powered devices have been announced and a large catalogue of compliant content has been developed, with new titles announced on a regular basis (swervepowered.com).
   
Q2 Wich plateforms (OS/hardware) can run Swerve contents?
A2 Swerve Client, Superscape's implementation of the M3G API (JSR-184 standard) is both OS and Language agnostic. It is available for J2ME environments (the same engine can run both J2ME and native content) as well as a BREW extension for operators supporting the BREW platform. Swerve Client has already been ported to more than 15 different platforms, including MIDP 2.0, Symbian, Linux, Brew, Pocket PC (2000, 02, 03) and several RTOS. It can easily be embedded on any device.
   
Q3 What are the main diferences between creating a 3D games for a wireless divice and for a standard plateform?
A3 There are at least 3 areas where differences: processing power (including memory), controls layout, file size.
Processing Power
Despite recent advancements in the processing power and memory configuration of mobile devices (some devices now boast processors running at several hundred Mhz, with several MB of RAM), mobile phones are still limited gaming devices compared to consoles and PCs. When designing a game for a wireless device, limiting the polygon count to the absolute minimum, optimising textures, instancing objects and animations is critical to ensure the final product will smoothly run.
Controls
It is also important to keep in mind that the controls on a wireless device are in general not as friendly as on a PC where a full keyboard is available, and may limit what type of game is playable on a certain device.
File Size
The economics of mobile networks are all about delivering the highest value at the lowest possible cost (small file size). The reduced file size of M3G compliant games enables operators to take their customers to a whole new experience at minimal cost (games are usually 250kb). This also means that developers have to keep this threshold in mind when developing a game.
   
Q4 Is it longer and more expensive to create a game for wireless plateforms?
A4 Creating a 3D game for a wireless platform is significantly less expensive than for a console such as PS2 or the PC platform, both in term of project duration and headcount. It is nevertheless a bigger undertaking than traditional 2D J2ME games development.
   
Q5 Are today's 3D performances enough for 3D gaming?
A5 Yes. The ratification of the JSR-184 standard in November 2003 as part of the Java Community Process has provided a key building block for the rise of 3D gaming on mobile devices. Swerve, the first end-to-end solution (engine, tools and content) commercially implementing this new API, enables high-quality 3D games within the constraints of today's devices at frame rates enabling compelling gameplay.
   
Q6 Will you support forthcoming 3D hardware acceleration from Intel/ATI/nVidia/PowerVR ? Will you take advantage of pixel/vertex shaders engines?
A6 From the beginning, the JSR-184 standard was developed to accommodate the rise of 3D hardware accelerators, enabling improved rendering while still retaining the benefits (in terms of development) of the scene tree approach specified by JSR-184. Swerve Client has been designed from day 1 to take advantage of this added processing power to execute many of the rendering functions required in JSR 184 through OpenGL ES, the world's standard for interfacing with hardware accelerators from ATI, nVidia and PowerVR. Swerve Client is therefore available in two editions (Swerve Client SR and Swerve Client ES), the latter specifically built to sit on top of OpenGL ES.
   
Q7 What are the benefits of being JSR184 compliant?
A7 J2ME is widely recognised as the key enabler of mobile gaming through its wide ranging adoption in large volumes of handsets, its portability across devices and the fact that it is perfectly suited for the OTA delivery of games to mobile devices, a key feature of the instant gratification/entertainment proposition. With the advent of MIDP 2.0 and its improved gaming features (multi key presses, sound, etc.), the ratification of JSR-184 extends the set of features available to mobile Java game developers to another dimension.
JSR-184 compliance is a sign of credibility within the industry as compliance with the standard can only be achieved by passing the TCK (250,000 tests in total, making it a more stringant test than MIDP 2.0 itself). It is also interesting to note that, increasingly, network operators, handset manufacturers and brand owners have put their weight behind this solution for 3D graphics on mobile devices.
Being JSR-184 compliant also brings the following benefits, at the heart of the standard's definition:
- Generic 3D graphics engine (not just a game engine. Can be efficiently used for UI, messaging, gaming, etc.)
- Low file size for OTA delivery of content
- High level scene tree for faster, more productive development
- Easy interface with OpenGL ES, giving access to hardware acceleration
For developers, targetting several JSR-184 compliant handsets means that the 3D assets used in one version of the game for a specific device can be directly reused in another version (unlike 2D graphics which need to be adjusted to new screen size resolutions).
For handset manufacturers, JSR-184 compliance for a handset means access to a growing catalogue of games, rapidly portable across different devices.
   
Q8 MPEG 4 integrates 3D profiles. Is there any interest of supporting this standard in wireless 3D applications?
A8

We have started examining the M3G/JSR184 API as a solution for Java programming of 3D in MPEG4. Therefore if and when MPEG4 is adopted into mobile devices, the API will be consistent with existing development methods. Currently MPEG4 3D appears to be too demanding in its processing requirements to be widely adopted, although other parts such as simple profile video have found their way onto devices.

   
Q9 Is it possible to developp industrial 3D applications with Swerve Studio?
A9

As long as these are targeted at mobile users and are developed to fit the constraints of mobile devices, Swerve can be used to represent any type of 3D graphics on a mobile device.
Many industrial devices utilize the ARM processor core, so although we are focussed very heavily on the mobile space, there is no reason from a technical standpoint why Swerve could not be used on other devices, and the benefits of high performance on constrained processing devices would still apply.

   
   
 
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