04:40, 6 April 2010 RevisionHistory (hist) [1,119 bytes] Robert Rose(Talk | contribs)(Created page with '= Revision History = == 20100326 == * Added iPad target * Added data-driven UI system: See UserInterfaceFormat * Improved support for switching screen resolutions at run-ti…')
08:08, 30 March 2010 UserInterfaceFormat (hist) [4,638 bytes] Robert Rose(Talk | contribs)(Created page with '= User Interface File Format = The Bork3D Game Engine has the ability to load multiple user interface controls from a single configuration file. This allows you to decouple UI …')
07:53, 30 March 2010 DebugPrinting (hist) [981 bytes] Robert Rose(Talk | contribs)(Created page with '= Debug Printing = The Bork3D Game Engine includes a simple facility for logging information to a text console in a cross-platform manner. Whenever you want to print something …')
16:20, 17 February 2010 Windows (hist) [798 bytes] Robert Rose(Talk | contribs)(Created page with '= Special Build Notes for Windows = == FreeImage == The Bork3D Game Engine on Windows requires the FreeImage library to compile and run. However, due to FreeImage licensing, t…')
09:52, 1 February 2010 CrossPlatform (hist) [1,727 bytes] Robert Rose(Talk | contribs)(Created page with '= Bork3D Game Engine Cross-Platform Comparison Matrix = Not all capabilities have been ported to all platforms yet. The engine is designed for targeting the iPhone, iPod Touch …')
06:41, 29 January 2010 IPad (hist) [1,250 bytes] Robert Rose(Talk | contribs)(Created page with '= Running on iPad = Running the Bork3D Game Engine on iPad only takes a few minutes. * You first need the iPhone 3.2 SDK * Using your existing iPhone project, convert it to an…')
07:09, 2 December 2009 LogoGuidelines (hist) [1,287 bytes] Robert Rose(Talk | contribs)(Created page with '= Bork3D Game Engine Logo Guidelines = Developers who are licensed under the "Indy" licensing terms must prominently display either the Bork3D Game Engine logo during the start-…')
20:29, 26 November 2009 FAQ (hist) [2,958 bytes] Robert Rose(Talk | contribs)(Created page with '= Bork3D Game Engine FAQ = ==== Do I have to learn Objective C to use the engine? ==== No. There's about 200 lines of Obj-C wrapper code to interface with the OS but the rest …')
09:41, 20 November 2009 BackgroundMusic (hist) [1,136 bytes] Robert Rose(Talk | contribs)(Created page with '= Background Music = Like Sound Effects, background music is initialized statically in RudeSound. To add a new background audio track, start by modifying the…')
09:34, 20 November 2009 SoundEffects (hist) [770 bytes] Robert Rose(Talk | contribs)(Created page with '= Sound Effects = Sound effects in the Bork3D Game Engine are initialized statically in the RudeSound class. It's kinda lame, but it works for 99% of games out there. The iPho…')
09:26, 20 November 2009 ObjectPicking (hist) [1,673 bytes] Robert Rose(Talk | contribs)(Created page with '= Picking Objects = "Object picking" is taking a 2D point on the screen (say, the user's finger), and decided where in the game world they are touching or what object they are t…')
09:09, 20 November 2009 LandscapeRendering (hist) [1,389 bytes] Robert Rose(Talk | contribs)(Created page with '= Rendering Landscape = By default the Bork3D Game Engine renders in iPhone-native portrait mode. (Because Anytime Golf renders portrait!) Rendering landscape is a cinch. Befo…')
08:54, 20 November 2009 Tweaker (hist) [2,114 bytes] Robert Rose(Talk | contribs)(Created page with 'The Bork3D Tweaker = The Tweaker = The Tweaker allows you to retrieve and set variables in your game at runtime. It works by enabling a …')
07:50, 20 November 2009 ExportingModels3DSMax (hist) [3,263 bytes] Robert Rose(Talk | contribs)(Created page with '= Exporting Models (3DSMax) = The Bork3D Game Engine works very well with static models created in 3DSMax. It's a little tricky to get the setting right, but once you have it d…')