iSDGE is an open source 3D game engine for iPhone, iPad and iPod Touch. It is based on iOS 4 and under steady developement. Currently it only features rendering of 2D and 3D objects and no physics, audio or networking yet. It offers a flexible and easy to use shader system using OpenGL ES 2.0. A powerfull terrain system and a fast stencil shadow implementation. The focus is on speed and especially ease of use. The engine is mostly written in C++ and one small part in Objective-C. iSDGE features its own fast to load model format and comes with a exporter for Blender.
iPhone 3GS and newer have a stencil buffer which can be used since iOS 4. As I wanted a realtime shadow solution for iSDGE, I decided to use this possibility to impement shadow volumes. The silouette detection needed for this was very slow, but I hapily found a way to speed it up a lot. The bottleneck currently is the rendering of the shadow volume, as it changes all the time, which means that it also have to be updated for the gpu all the time.
However, the scene above has around 5k polygons and all of them throw a shadow, which is a result I am already quite happy with and something I wanted to show around, as I didn´t yet see stencil shadows on the iPhone, except some demo created be apple.
iSDGE finally got a blender exporter which makes creating models for it with blender as easy as it can be.
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