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Kirill H2016-12-22 19:14:11
3D
Kirill H, 2016-12-22 19:14:11

Which 3D application development environment to choose?

Good afternoon everyone, lately it has become interesting to develop applications for mobile devices. Especially interesting is the development of applications that occupy the minimum amount of memory on the device. I ran into several projects, one is already a very old .kkrieger , which occupies only 96kb of disk space (although it is under windows and it has its own specifics, just like an interesting copy), and also ran into such a project as Delver and Mekorama that do not exceed the bar in 40mb.
Essence of the question
I want to understand what development tools are most convenient to use for this purpose? Which is easier to learn. I'm just looking for new horizons and I wonder how feasible it is. What do you advise?

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2 answer(s)
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Dmitry, 2016-12-22
@TrueBers

kkrieger is aerobatics. It uses the features of the Windows bootloader, respectively, it was previously disassembled and studied in order to adapt to its jambs and remove unnecessary headers that will take up space.
Further, procedural generation is used there. That is, textures, sounds, effects are generated according to formulas, some patterns, fractals, etc.
All this, in fact, is a sport, a competition of demo groups. Doing real things on this is too long and costly. But in terms of theory, you can pull yourself up well. Dig into the sources of the engine on which the krieger is written, they are open, but already quite outdated.
For real stuff, start learning eg OpenGL 3.2+, shaders, different technologies like abmient occlusion, post processing effects.
A 40 megabyte plank... that's a LOT. If you learn a pure graphical API, and do not write anything extra, everything will weigh hundreds of kilobytes. But, again, all this is only necessary to learn the basics and understand how it all works there. For real production or even prototyping, it's better to take a pop engine, the same unit or anril. It will be easier, faster and more convenient. For, mobile video adapters are a crutch-driven development. Usually the video drivers there are VERY raw, VERY buggy, their graphics api implementations can be completely non-standard. What works for you on Mali may not work at all on PowerVR or another chip. Therefore, I do not advise you to become attached to a low level in mobile development, take an engine that has already been tested by time, in which most of these problems have been solved, and the crutches are already in place. Otherwise, you will fight with the jambs of video chip manufacturers, and not work with graphics.

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EXL, 2016-12-23
@EXL

https://ru.wikipedia.org/wiki/.werkkzeug
Look. And, of course, the source code of these guys:
https://github.com/farbrausch/fr_public
And most of these tools were written in MS Visual Studio

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