The Oolong Engine is written in C++ with some help from Objective-C. It will help you to create new games and port existing games to the iPhone and the iPod touch. Here is its feature list:
- OpenGL ES 1.1 and OpenGL 2.0 (only on iPhone 3GS) support
- Math library that supports floating-point calculations with an interface very similar to the D3D math library
- Support for numerous texture formats including the PowerVR 2-bit, 4-bit and normal map compression formats
- Support for PowerVR's POD (Scene and Meshes) and the 3DS files formats
- Touch screen support
- Accelerometer support
- Text rendering to support a basic UI
- Timing: several functions that can replace rdstc, QueryPerformance etc.
- Profiler: industry proven in-game profiler
- Resources streaming system
- Bullet SDK support (for 3D Physics)
- Audio engine with OpenAL support
- Networking with the ENet library
- Industry proven memory manager from http://www.fluidstudios.com
- new sound engine
- a few new file formats that make the art workflow smoother
- a Super Monkey Ball kind of camera system
- a new model and scene format like the .x file format or the DOOM III formats
Oolong Engine 2.x is developed with the official iPhone SDK. So it requires a Mac OS X 10.5.x driven INTEL based Mac with at least iPhone / iPod touch OS 2.x and you need to be a registered developer to use it.
Check out http://www.oolongengine.com Oolong Engine for latest news.
There is a discussion list at http://lists.oolongengine.com/listinfo.cgi/oolong-oolongengine.com.
Oolong uses the latest POD format. Please get the exporters with the POWERVR SDK from the POWERVR website.
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Please download the source code with a SVN client following the description on the "Source" page. There is no download on the "Downloads" page because it would be too big.
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Many of the assets used in the Oolong Engine are copyrighted by Imagination Technologies / POWERVR http://www.imgtec.com/powervr/insider/powervr-sdk.asp. They allowed us to use them and we would like to thank them for this. It is very helpful to work with assets optimized for the underlying hardware platforms. Having assets from POWERVR allowed us to port some of their SDK examples over to Oolong and this way show off the features of the graphics chip better.
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Oolong is used in many projects. The ones who decided to share their success with us are listed below:
- Horror Racing http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331142861&mt=8
- Goon Boxing http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=325518366&mt=8 http://www.youtube.com/watch?v=bmiV0fhdkYk
- Blisters Dice Game http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=327719301&mt=8
- VortexVictory http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=323324429&mt=8
- Play Marple http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=323694495&mt=8
- Block2 http://www.hellogravity.com/bs/
- iPunt http://www.blumtnwerx.com/iPunt.html
- Kids vs. Zombies http://www.monkeywrenchgames.com/?page_id=17
- Battle Checkers from iS3.inc uses some of the Oolong Engine code
- iTorque Game Builder (the iPhone version of the Torque Game Builder)
- Zombie Mansion a first person shooter for the iPhone http://sourceitsoftware.com/zombie.html
- A stereoscope simulator http://blinkenlights.net/stereoscope
- Oolong 1.x was used in iPhysics