## Chapter 1. Introduction

## About X-Forge

X-Forge is a comprehensive set of technologies and tools, which enables the creation and deployment of advanced console quality 3D games and other rich 3D content on all major mobile platforms. X-Forge has especially been developed to enable the most demanding 3D application there is: hardcore 3D games.

Although X-Forge has been developed to especially drive 3D games, it can also be used to develop other kinds of mobile 3D applications and content as well. Examples of these include 3D user interfaces, interactive avatar characters, product showcases and screen savers.

X-Forge has been highly optimized for a large number of different mobile platforms, operating systems, processor architectures, graphics accelerators and devices. This multiplatform approach benefits the game developer in several ways. Not only is it easy to create versions of the game on all supported platforms, but development is also aided by being able to do most parts of the development cycle where doing it is easier. This is especially useful for the artists.

You should, however, always remember to test your applications on actual devices often due to the small differences in functionality, plus naturally the differences in CPU power and controls.

X-Forge supports the full game development cycle. It provides a tool chain from content creation tools to final game. It provides the game engine to ease the repetitive part of coding and a whole set of building blocks to create the game from. The device abstraction part, or the core, provides consistent and fast functionality on all platforms.

X-Forge is oriened towards providing maximum support to a few game genres. Other genres are still very possible, X-Forge doesn't limit creative freedom in any way. It is just easier to create a game in the supported genre.

Because the devices currently available are not really designed to support gaming there are some difficulties in producing a game that requires complex controls. For that reason the supported game genres in X-Forge 1.0 are path oriented, like racing or shooter-on-rails.

## About This Book

### How to Read This Guide

The X-Forge Guide is the main documentation for the Fathammer X-Forge Game Engine. The Guide is divided into parts, which are further divided into chapters.

This Introduction is the first part.

The second part starts with platform-specific chapters, on how to install and build applications on the given platform. The first platform listed is 'desktop Windows'; it is recommended that all developers do most of their development on this 'platform', as that will make the development cycles as short as possible. Developing on desktop windows is more productive than on, e.g., Symbian emulator.

The rest of the book contains overviews on different parts of the X-Forge distribution.

### Notation

Throughout this book, we write `filenames`, `function names`, `class names` and `variable names` in a different font. Code segments look like this:

    int main(int parc, char **pars)
    {
        return 0;
    }

Additionally, we have three different boxes for information that require more attention:

### Tip

The tip box, for miscellaneous hints.

### Note

The note box, for things that you should keep in mind.

### Warning

And finally the warning box, for potentially dangerous things.

## Where to Get Help

The primary source of help is through our X-Forge support forums. Contact your X-Forge representative for details on getting access.

## X-Forge Marketing Material

X-Forge release includes X-Forge marketing material for game developers to use in splash screens and other game marketing material. The material can be found in `/marketing_material/` directory of X-Forge distribution. There are several versions of X-Forge and Fathammer logos. Developers are encouraged to add X-Forge powered splash screen in the beginning of their games and game demos.

## Thanks

The X-Forge team would like to thank you for using X-Forge.

The X-Forge programming team: (main tasks in parenthesis)

Jari Komppa (Core lead), Petrus Lundqvist (Engine lead), Jouni Tuovinen (Core 3D, Symbian), Kiia Kallio (Engine 3D, Physics), Toni Lönnberg (Optimization), Jetro Lauha (Linux), Samuli Lehti (Network), Jani Lehmuskoski (Engine), Mikko Liimatainen (PocketPC) and Niko Stenberg (Testing). Ville Vatén (Project Manager),

Other X-Forge developers:

Arto Astala (Head of Development), Kai-Eerik Komppa (Game Development Manager), Jukka Mannila (Project Manager), Mikael Kivelä (Graphic Designer), Lauri Mäki (Graphic Designer), Jani Karvonen (Graphic Designer), Jani Kahrama (Game Designer), Tero Kostermaa (Music Composer) and Jonne Valtonen (Music Composer).

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