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Welcome
Delta Engine Overview
Online Services
Platforms
How the Engine works
Rendering - High level
Graphics - Low level
  • Atlas Textures
  • Interface Resolutions
  • Material System
  • Mesh Rendering
  • Datatypes
  • Separation of Render and Update Loops
  • OpenGL ES 1.1
  • OpenGL ES 2.0
  • OpenGL (OpenTK)
  • OpenGL Extensions on different Platforms
  • Graphics Performance

Tips and Workflow
RSS General

Welcome to the Delta Engine Wiki

RSS
Modified on 2012-03-31 17:45 by Benjamin Nitschke (MobileBits) Categorized as Guides
Categories: Content Guides Help Physics Platforms Services Tools Wiki
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Following platforms are supported right now (v0.9.5, see Marketplace for full access, see Launcher for deployment details):
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We also planed working more on the following platforms, which are in testing mode (v0.9.x), again contact us if you need support here, see the Roadmap for details:
Note: v1.0 is currently on hold, for details see the Roadmap.
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To get started read the Setup Guide and then head over to the First Steps. If you want to see some cool examples check out the Tutorials. For questions check out the Faq and Documentation, use the search function or ask in the Forum for help.
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The Delta Engine consists of modules, which usually are based on some interfaces or base classes defined in an abstract base module. The following graphic illustrates the most important modules and how they all are connected with each other. If you are interested in details for those modules use the wiki search function or scroll down for links to each of the topics. DeltaEngineModules.ppt (149kb)

The engine has a robust modular structure, all of which are explained in detail in this wiki! These modules include:
  • Content System: Handles all content formats required for each platform.
  • Dynamic Factory: Allows creation of types without referencing them statically
  • Example Games: Lots of samples and smaller example games to choose from, in addition to some larger games
  • Graphics Engine: Simplifies 2D and 3D rendering and brings all the platforms together (internal)
  • Rendering System: Handles all the high level rendering classes including 3D Models, Fonts, Effects, Drawing, etc.
  • Input System: Abstracts all possible input from all platforms for Touch, GamePads, Keyboards, Mouses, etc.
  • Multimedia: Full support for video, music and sound on all platforms, the Content System does all the conversion for you
  • Physics Engines: Supports many integrated and interchangeable Physics Engines for 2D and 3D Games (currently with Farseer, JigLib, Jitter, PhysX and Havok support)
  • Scene Management and advanced UI: Very high level Scene Handling, create your scenes with the SceneEditor and watch the code be generated for you!
  • Platforms and Tools: Plenty of tools for testing, profiling, simulating and content creation (Including: Level Editor, Model Viewer, Scene Editor, Effect Editor, Shader Node Editor).
  • Utilities and Unit Testing: Strong testing framework and many utilities for low level tasks.


Download the presentation here (11 MB, DeltaEngineMultiplatformDevelopmentPresentation2011-05.ppt).


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