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	<title>Nick Kleinschmidt</title>
	
	<link>http://www.kleinsch.com</link>
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		<title>Game Engine Design / iPhone Game Engine Resources</title>
		<link>http://www.kleinsch.com/2010/01/18/game-engine-design-iphone-game-engine-resources/</link>
		<comments>http://www.kleinsch.com/2010/01/18/game-engine-design-iphone-game-engine-resources/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 00:55:37 +0000</pubDate>
		<dc:creator>Nick Kleinschmidt</dc:creator>
				<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://kleinsch.com/?p=223</guid>
		<description><![CDATA[I'm in the process of writing a simple game engine for the iPhone and have been doing a lot of research about game engine design. I also looked into using a prebuilt iPhone game engine, but decided I'm more interested in writing it myself (because of technical, business, and hacker ego reasons).  Here are some resources I found helpful.]]></description>
				<content:encoded><![CDATA[<p>I&#8217;m in the process of writing a simple game engine for the iPhone and have been doing a lot of research about game engine design. I also looked into using a prebuilt iPhone game engine, but decided I&#8217;m more interested in writing it myself (because of technical, business, and hacker ego reasons).  Here are some resources I found helpful.</p>
<p><strong>Books</strong><br />
<a href="http://www.amazon.com/gp/product/1568814135?ie=UTF8&amp;tag=kleinsch-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1568814135">Game Engine Architecture</a> &#8211; A textbook about game engine design, this presents options and tradeoffs for each piece of the engine. Light on actual coding, so you&#8217;ll have to be able to develop things yourself, but jam-packed with useful information. I found this invaluable while in the design stage.<br />
<a href="http://www.amazon.com/gp/product/1584506806?ie=UTF8&amp;tag=kleinsch-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1584506806">Game Coding Complete</a> &#8211; Walks through the process of building a game engine and using it to create a full-fledged game, complete with AI and multiplayer networking. Found it useful in tying the pieces together, but only presents one approach to most problems.</p>
<p><strong>Presentations</strong><br />
Gamasutra has all the <a href="http://www.gamasutra.com/gdcarchive/2000/index.htm">presentations</a> from the Game Developers Conference from 2000-2003 (Use the links in the sidebar to navigate year).<br />
Marcin Chady &#8211; <a href="http://cmpmedia.vo.llnwd.net/o1/vault/gdccanada09/slides/marcinchadyGDCCanada.ppt">Theory and Practice of Game Object Component Architecture</a> &#8211; The best presentation I found about component driven game object design.<br />
Alex Duran &#8211; <a href="http://www.gamasutra.com/gdcarchive/2003/Duran_Alex.ppt">Building Object Systems &#8211; Features, Tradeoffs, and Pitfalls</a><br />
Scott Bilas &#8211; <a href="www.allegro.cc/files/attachment/598187">A Data-Driven Game Object System</a><br />
Rob Fermier &#8211; <a href="http://www.gamasutra.com/gdcarchive/2002/rob_fermier.ppt">Creating a Data Driven Engine: Case Study: The Age Of Mythology</a><br />
Doug Church &#8211; <a href="http://chrishecker.com/images/6/6f/ObjSys.ppt">Object Systems</a><br />
Mick West &#8211; <a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/">Refactoring Game Entities with Components</a><br />
<a href="http://gamearchitect.net/">Kyle Wilson</a> has a blog with a bunch of strong posts about engine design. Be sure to check out the <a href="http://www.gamearchitect.net/citydesk.html">old posts</a> as well.</p>
<p><strong>iPhone Engines</strong><br />
<a href="http://unity3d.com/">Unity 3D</a> &#8211; Commercial 3D engine. Combines powerful scripting with a visual editor to dramatically speed up the development process. Hundreds of games on the App Store. Well laid out component model.<br />
<a href="http://oolongengine.com/">Oolong Engine</a> &#8211; Open source 3D engine. Uses PowerVR POD for storing meshes and Bullet physics.<br />
<a href="http://sio2interactive.com/SIO2_Free_Open_Source_3D_Game_Engine_for_iPhone_and_iPod_Touch/SIO2_Free_Open_Source_3D_Game_Engine_for_iPhone_and_iPod_Touch.html">SIO2</a> &#8211; Open source 3D engine. Toolchain built around Blender and integrates with Bullet physics.<br />
<a href="http://cocos2d.org/">Cocos 2D</a> &#8211; Open source 2D engine. Well organized.<br />
<a href="http://www.torquepowered.com/products/torque-2d/iphone">Torque 2D</a> &#8211; Commercial 2D engine<br />
<a href="http://www.torquepowered.com/products/tge-iphone">Torque 3D</a> &#8211; Commercial 3D engine<br />
<a href="http://www.stonetrip.com/">Shiva 3D</a> &#8211; Commercial 3D engine. Windows only editor, but supports iPhone publishing</p>
<p><strong>Engines for other platforms</strong><br />
<a href="http://udn.epicgames.com/Three/UnrealScriptReference.html">Unreal</a> &#8211; One of the most successful game engines on the market. Worth reading through the documentation to pick up on design considerations. Separates out most game logic into a custom scripting language called UnrealScript.<br />
<a href="http://developer.valvesoftware.com/wiki/SDK_Docs">Source</a> &#8211; Valve&#8217;s engine for Half Life 2 and many mods. Extensive wiki documentation.<br />
<a href="http://www.idsoftware.com/business/techdownloads/">idTech 3</a> &#8211; Engine from Quake III Arena, now open sourced. A few years out of date, but shows a lot about client-server programming as well as insane performance optimizations. There are a <a href="http://element61.blogspot.com/2005/08/looking-at-quake-3-source-part-1.html">couple</a> <a href="http://www.fabiensanglard.net/quakeSource/index.php">people</a> who have gone through the source and give pointers on things to look at, which is immensely helpful .<br />
<a href="http://www.panda3d.org/">Panda3D</a> &#8211; Open source engine written in Python and C++. All game logic is written in Python. Does a good job of showing how to separate engine code from script.<br />
<a href="http://www.ogre3d.org/">OGRE</a> &#8211; Open source C++ engine in process of being ported to iPhone<br />
<a href="http://www.crystalspace3d.org/main/Main_Page">Crystal Space</a> &#8211; C++ open source engine</p>
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