The two most popular are probably Oolong and SIO2 , but for what it's worth, I recommend you do something like this:
- Sound: use CAF files and SoundEngine OpenAL's own native shell class from samples (be careful, in the code example you will need to connect to memory)
- Models: use this wavefront obj loader for obj and mtl files exported directly from Blender or Max
- Textures: use your own Texture2D sample from samples (bmp will work, but I recommend png because of platform optimization)
- The βengineβ is really the classes that glue this material together. This doxygen guy seems like a kind of "tutorial." This guy also has a decent example of UML (IMHO).
Personally, I think that all this is so subjective that you really should write it yourself, because it should be designed as you need, and not just something written that tries to be everything for everyone.
FYI, our team decided to do everything in Objective-C ++, where the core of the game is written in C ++, and on top of it there is a thin layer of Objective-C that glues the code into user interface widgets and such things.
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