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Please do not post the same thing multiple times. The board software automatically flags certain posts as needing moderator attention. This happens the most often for new users. I'm pretty sure this is made clear at the time you attempt to post. Posting the same thing over and over again just makes that many more posts the moderators have to weed through later. This makes us sad. Don't make us sad. If your post/thread doesn't appear, just wait a while. Don't post it again. If it hasn't shown up by the next day, then you can try again. I normally go through posts in the mornings, and try to check a few times throughout the day, but I'm not here 24/7. There will typically be a significant delay before posts are approved. Just be patient.

Game engine behind "Anytime Golf" up for sale

gfmgfm Posts: 12Registered Users
Hi folks,

Robert here from Bork3D Games. I'm the programmer/designer of "Anytime Golf", a golf game recently released on iPhone. A few friends have asked me if they can license the game engine I created for Anytime Golf and I wanted to throw the offer out to the iPhone developer community at large to see if anyone else might be interested. If there's enough interest I'll put together some demos that aren't just completely awesome golf games :-)

OK I promise no more shameless self-promotion in this post... starting now. :-)

While the Bork3D engine isn't a "rapid game development tool" like some commercial offerings for iPhone, it does offer a solid foundation on which to build a game on top of. A proficient coder who has an idea for iPhone game would save months of time by starting from our engine.

So what does our engine offer?

* OpenGL ES abstraction layer
* Debug-rendering API
* Component-oriented game object system
* High-performance static and boned mesh rendering system w/ tool pipeline for 3dsmax and Maya
* Texture manager w/ tool pipeline
* Runtime "tweaker" for changing game variables via a web browser
* User interface widgets w/ abstractions for handling iPhone user input
* Font renderer w/ tool pipeline for generating fonts (supports unicode)
* In-game profiler
* Audio system for sound effects and background music
* Integration with the Bullet Physics SDK
* Unit test framework

It's all C++. There's only about 200 lines of Objective-C in the whole game, and even that is just a wrapper to get into C++. :-)

Lemme know if this is something that you might be interested in. You can reach me via our website (bork3d.com) or just post a follow-up on this thread.

Thanks!

-robert
Post edited by gfm on

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