The Bork3D Game Engine is an open source, C++ game engine. This had specifically being designed by 3D LLC for mobile device platforms, mainly targeting iPad and iPhone.
Many of the iOS games have been developed using Bork3D game engine. Bork3D has used OpenAL for audio and OpenGL ES as well as OpenGL for rendering.
On iOS, Xcode is required build to source code, where as on MacOS Xcode 7 is required. Visual Studio 2013 is required along with FreeImage.dll is required to run the game on windows.github
Some other prominent features of Bork3D game engine are mentioned below.
Bork3D Game Engine Features
- SDK runs on Windows, iOS, and Mac OS X
- Data-driven UI system
- Tool pipeline supports 3dsmax, Collada and Maya
- Integrated web server
- BSD-style open source license
- Stereoscopic 3D on nVidia 3D Vision systems (experimental)
Games Developed in Bork3D Game Engine
Official Homepage: http://www.bork3d.com/
Source Code: https://github.com/moof2k/golf
Here's our list of top five game programming books you should read.
Game Engine Black Book: DOOM: v1.1
The book Game Engine Black Book: DOOM: v1.1 is just a masterpiece from Fabien Sanglard as it describes not only the details of how the code works, but also some interesting history and trivia. The description of hardware capabilities, audio/video interfaces, and design decisions behind them is quite interesting.
If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, quotes, and backstory about how the game was developed.
Game Programming Patterns
With over 85% 5-start reviews on Amazon, readers agree that Robert Nystrom's Game Programming Patterns is a must have for any software developer. It has a crystal clear look at how to be the benevolent architect of a very complicated software/game without getting lost.
The author presents the architecture of a game in an easy to understand matter not from an academic perspective but from a perspective of experience. The book contains code examples written in C++, but well organised and written so cleanly and stripped of all unnecessary parts that it feels like pseudo-code.
Beginning C++ Through Game Programming
With Beginning C++ Through Game Programming, Michael Dawson builds your knowledge from the ground up. This book not only is easy to understand and teaches well, but it is focused on the very subject to learn C++ for game programming.
When it comes to game programming, C++ is the name of the game.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
This is highly recommend this book for anyone who likes history, likes videos games, or just likes good stories. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made captures the complexity of game development that anyone can pick up and enjoy.
If you have even a passing interest in gaming be sure to pick this one up.
Foundations of Game Engine Development - Volume 1 and 2
The first volume of the book discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The second volume explores the vast subject of real-time rendering in modern game engines.
The book is packed with great diagrams, C++ code snippets and examples. In this book you have tried and true methods that have been incorporated into practically any game engine and source code is not specific to any API or framework.