LINUXGAMES

OpenGL ES 1.1 Coding Challenge

September 17th, 2004 by Crusader

This notice came in this evening:

The OpenGL ES 1.1 Coding Challenge begins Sept 17, 2004. It is designed to create a library of sample code and applications for hardware accelerated OpenGL ES games, demos and screensavers. With over $100,000 in prizes, multiple winners will be selected from each of three project categories: Visual FX demos, Games, and Educational demos/tutorials. OpenGL ES implementations for use in the contest are being supplied from Hybrid Graphics and Vincent (open source).

Grand Award winners will be announced at GDC San Francisco Mar05

A FAQ page for the contest can be found here.

Edit – Friday Sep 17 08:14:20 2004 – A reader pointed out that although the contest is intended to promote OpenGL ES use on any mobile system, Linux applications will not be accepted for judging or prizes. I apologize for any confusion.

Edit – Friday Sep 17 13:32:37 2004 – Or not! The contest organizers sent in the following:

I saw your edit on the coding contest and what you wrote is not actually true. The 1.1 implementations were developed for Win32 and various handhelds, but Vincent is Open Source and has source so people could convert it to be a linux implementation. The OpenGL 1.0 sample implementation ( http://www.khronos.org/opengles/documentation/gles-1.0c.tgz) was actually developed for RedHat Linux version 7.3.

If someone develops a Linux implementation of OpenGL ES 1.1 (I suggest they work with Vincent) and creates demos, we will certainly allow them into the contest.

Our goal is simply to get developers doing creative things with OpenGL ES and create a library of sample code for future use.

Hope this clarifies.

2 Responses to “OpenGL ES 1.1 Coding Challenge”

  1. Says:

    The competition development platforms are MSWindows and some embedded platforms.

  2. Says:

    I would make a good demo (thinking game) that works under Windows and Linux then only improve the Linux version after the prize is won.
    Then again with libraries like SDL, it is just as hard (or maybe harder) to make an app platform specific.

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