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用于3D iPhone游戏新手的乌龙,SIO2或商业游戏引擎?

[英]Oolong, SIO2 or commercial Game engine for 3D iPhone Games newbie?

I'm trying to pick between the Oolong and SIO2 iPhone game engines for my first game programming project. 我正试图在我的第一个游戏编程项目中选择OolongSIO2 iPhone游戏引擎。 I have some Cocoa experience and many years of C++ including relatively low level 2D graphics and developing Quicktime plugins but only minor OpenGL exposure. 我有一些Cocoa经验和多年的C ++,包括相对较低级别的2D图形和开发Quicktime插件,但只有轻微的OpenGL曝光。 Which engine would be easiest to learn and most productive for someone with my background and limited time? 对于有背景和有限时间的人来说,哪种引擎最容易学习,效率最高?

Both include the Bullet physics engine. 两者都包括Bullet物理引擎。 I lean towards Oolong because of its C++ source and optimisation for the PowerVR graphics. 我倾向于Oolong,因为它的C ++源代码和PowerVR图形的优化。 However, the Lua interpreter and additional sound goodies in SIO2 are appealing. 然而,SIO2中的Lua解释器和其他声音好东西很有吸引力。 SIO2 also seems to have a good range of tutorials . SIO2似乎也有很多教程

I'm also willing to spend money on Unity or Torque Game Environment if they will save me significant time. 如果他们能节省我很多时间,我也愿意花钱购买UnityTorque Game Environment The pricing gets interesting though - the Unity Indie license only applies to companies with turnover (not revenue!) of under USD 100,000 so you're easily out of that category and up for USD 3,000 per seat. 定价变得有趣 - Unity Indie许可证仅适用于营业额(不是收入!)低于100,000美元的公司,因此您很容易超出该类别,每个座位增加3,000美元。 I'd want a lot of convincing it will save time to justify that investment over just using SIO2! 我想要很多说服它会节省时间来证明投资仅仅使用SIO2! The Torque 3D product doesn't seem to be released yet but looks like costing about USD 500 on top of a USD 150 Indie license (their income threshold is USD 250,000). Torque 3D产品似乎尚未发布,但在150美元的Indie许可证(他们的收入门槛为250,000美元)之上看起来要花费大约500美元。

**Edit Dec 2011 - SIO2 is no longer free ** ** 2011年12月编辑 - SIO2不再免费**

I started my first SIO2 app last night and it was easy to get up & running from the tutorials (the tutorials include a full XCode project that you can load and start hacking on). 我昨晚开始使用我的第一个SIO2应用程序,它很容易从教程中启动和运行(教程包括一个完整的XCode项目,你可以加载并开始入侵)。 The tutorial projects are also very well commented - this makes it quicker to pick up. 教程项目也得到很好的评论 - 这使得它更容易上手。

The interfaces to SIO2 are mostly in C, so your C++ background should make that transition pretty easy. SIO2的接口主要是C语言,所以你的C ++背景应该很容易实现转换。

Even if you don't use it, download SIO2 and open one of the tutorials and check out the comments & code. 即使您不使用它,也请下载SIO2并打开其中一个教程并查看注释和代码。 You'll be able to tell pretty quickly if it's a toolkit & style you like. 如果它是你喜欢的工具包和风格,你将能够很快地告诉你。

Not directly related to speed of uptake, but a big plus for me was the Blender integration. 与吸收速度没有直接关系,但对我来说最大的好处是Blender整合。 It lets me use a free 3d toolkit to make & export models and then go from there. 它允许我使用免费的3D工具包来制作和导出模型,然后从那里开始。 I saw that Oolong uses 3DS and I'm not sure if Blender exports that format or not so I could be wrong. 我看到Oolong使用3DS,我不确定Blender是否输出这种格式,所以我可能错了。

If you're curious: SIO2 provides a python script that exports the Blender scene to a zip file. 如果你很好奇:SIO2提供了一个python脚本,可以将Blender场景导出到zip文件中。 Then, from inside the SIO2 code you reference your objects from the scene and pull them in to your iPhone app. 然后,从SIO2代码内部引用场景中的对象并将其拉入iPhone应用程序。

I try both OOLong and Unity way. 我尝试了OOLong和Unity两种方式。 I suggest to use unity: 我建议使用统一:

  • Learn Curve is very short if you have a basic game background 如果您有基本的游戏背景,学习曲线非常短
  • Unity include a large set of utility outer of 'graphics & audio' Unity包括“图形和音频”外部的大量实用程序
  • With unity you don't care about graphics/audio file format 团结一致,你不关心图形/音频文件格式
  • One code for both iOs and Android iOs和Android的一个代码
  • Full set of pre-assembled asset free from the store 全套预装配资产,不含商店
  • Exendible editor to make your level-editor 可执行编辑器,使您的级别编辑器

I spend one year to close a OOLong project. 我花了一年的时间来关闭一个OOLong项目。 I probably would have saved six months of work with unity. 我本可以节省六个月的团结工作。

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