Port Requests


So I played a bit with Speed-Dream tonight.

It is quite slow for now. I played a bit with the graphics settings, lowering everything I can, and it seems most time is lost in the textures. I reduce ingame texture from 512 (only settings that doesn't produce white/missing texture) to 64 and even 32, and I have smoother gameplay (at the expence of the graphics of course).

I will probably try to recompile speeddreams with the experimental OSG driver instead of SSG, just to see if it changes something (OSG if OpenSceneGraph, and it's the graphic engine used in FlighGear for example).
I have recompiled, but OSG or SSG doesn't seems to change much...

I have played again with parameters. Using shorter viewing distance also helps a lot. But still not fully playable in some place :(

I have to do some perf analysis, the slowiness is a bit strange (regarding what is on screen) in my point of view.
 
Not sure about OpenApoc, I can't find it on the repo, but maybe I didn't look correctly.
Yeah, you won't, it's nowhere near completion, playable, or even demoable. There's not much beyond this:

https://www.youtube.com/embed/nQGvXrLUW44?feature=oembed
I've had to take a bit of a step back from it due to real life stuff. JonnyH has also been moving house, so his time has been limited too. We've got sparkstar just starting to get involved, so hopefully it'll keep ticking over...

I am surprised it made it onto that list TBH
 
Fixed texture issue in OpenHexxagon! :)  (SFML create multiple GLContext that are supposed to share texture).

Will try to publish this WeekEnd if all goes well

openhexagon_1.png

openhexagon_2.png

openhexagon_3.png
 
Hey ptitseb, this isn't a request really but I was wondering about your thoughts on Fez for the Pandora since you released Hammerwatch.

Also, were you looking into OpenRA?  A better version of that for the Pandora would be excellent.
 
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Hey ptitseb, this isn't a request really but I was wondering about your thoughts on Fez for the Pandora since you released Hammerwatch.

Also, were you looking into OpenRA?  A better version of that for the Pandora would be excellent.
FEZ doesn't start. Well, it start, load glshim  but there is a mono execption after that. I don't what is causing it for now.

OpenRA I have started (a few moth ago), but I have to convert from OpenGL ->GLES2, so it takes some time (and I have not worked on it lately).
 
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OpenRA was my test program for the ES2 glshim branch. I think their OpenGL usage is pretty simple. I had it ingame with nothing drawn to the screen (shader compile error). You should just need to translate one or two short shaders to make it render something.
 
OpenRA was my test program for the ES2 glshim branch. I think their OpenGL usage is pretty simple. I had it ingame with nothing drawn to the screen (shader compile error). You should just need to translate one or two short shaders to make it render something.
Hmmm, yes, that's also another way of getting it to run. I will try this way soon.
 
Does anyone know if Cube 2: Sauerbraten works? It's source is at http://sourceforge.net/projects/sauerbraten/


According to the wiki it runs fine with glshim, but I can't test it right now. It also has a IOS, and therefore GLES, port here:http://code.google.com/p/sauerbraten-ios/


I've been trying to get the IOS version running, but after a ton of work getting it to compile it just crashes with a seg fault and I'm clueless as to how I can even figure out what's wrong.
 
Does anyone know if Cube 2: Sauerbraten works? It's source is at http://sourceforge.net/projects/sauerbraten/


According to the wiki it runs fine with glshim, but I can't test it right now. It also has a IOS, and therefore GLES, port here:http://code.google.com/p/sauerbraten-ios/


I've been trying to get the IOS version running, but after a ton of work getting it to compile it just crashes with a seg fault and I'm clueless as to how I can even figure out what's wrong.
Cube 2 needs DEPTH reading if I remember correctly, wich is not supported on the Pandora. It should run well with glshim, but will not be playable du to that (all your shoot stop in front of you like if you where against an invisible wall). But I'll look at the IOS port, way be they have workaround that...
 
I don't think Sauerbraten actually needs depth reading. It does suffer from the large matrix translation / tile corruption problem we saw in f1spirit and Duke3D. I had a theory that fixed point math might fix the issue.
 
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I don't think Sauerbraten actually needs depth reading. It does suffer from the large matrix translation / tile corruption problem we saw in f1spirit and Duke3D. I had a theory that fixed point math might fix the issue.
Ah ok, my bad. 

I have looked quickly at the sources linked. There seems to be a gles aimed to SGX port, with all texture changed to pvrt and so on, but it's mentioned that sound is not working. Looks very specific to iOS, so probably not a simple compile here.
 
Sauerbraten is in my pile of tests (the main source, not the iOS port). It runs fine with glshim/glues, just has the tile corruption issue.
 
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I wonder if they fixed this issue in the ios driver. The IPhone 3gs had the same sgx chip as the Pandora iirc.
 
I don't believe it was a driver problem. The official conclusion I got from IMG was the transformation matrices / vertices used were simply too large for the internal precision of the card.
 
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