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  1. whynodd

    Problem Descent 1 mit Pickles D1X

    Tip-Querschläger: Ich empfehle D2x. Da ist die Eingabeverzögerung, also der input lag, wesentlich kleiner.
  2. whynodd

    Opengles2 (Racing) Game Development

    Progress with my game project!! Today I learned how to do a little threading in c++ because the kernel interface (In the wiki) for the game buttons blocks the process when nothing happens. In short: There were many pitfalls (tried fork() first, now I use pthreads). Now I have a class that...
  3. whynodd

    Meine Idee für ein Spiel (nicht mehr Wüstenrally)

    Re: Meine Idee für ein Spiel (Wüstenrally) <r><QUOTE author="MadMat"><s> </e></QUOTE> Ich gucke erstmal, dass ich irgendetwas ans Laufen bekomme. Mein Ziel ist die Pandora. Wenn tatsächlich Bedarf an einer PC Version besteht, dann bemühe ich mich, das Spiel so zu schreiben, dass es leicht...
  4. whynodd

    Meine Idee für ein Spiel (nicht mehr Wüstenrally)

    Re: Meine Idee für ein Spiel (Wüstenrally) <r>Soo, ich bin wieder bei der Arbeit.<br/> <br/> Die letzten Tage habe ich mich etwas mit OpenGLES2 beschäftigt und mit Hilfe der englischen Community ein Hello Triangle - Programm gebastelt.<br/> <URL...
  5. whynodd

    Opengles2 (Racing) Game Development

    A small experiment, its easy to pass data (here the varying) from shader to shader: const char* pszFragShader = "\ precision mediump float;\ varying vec4 coordinates;\ void main (void)\ {\ float dis;\ dis = distance(coordinates,vec4(0.0,0.0,0.0,1.0));\ dis =...
  6. whynodd

    Opengles2 (Racing) Game Development

    Oh, I didn't know that, just copied from the examples in the khronos sdk. Hmm, like with the vec3<->vec4 issue: I'll just use qualifiers to be on the safe side. Hehe, during development I try to do error checking where nessesary. And when I'm totally sure that my code is correct, then I remove...
  7. whynodd

    Opengles2 (Racing) Game Development

    Thanks for these tips and thanks to the other guys for your help. I don't need an event loop. This is just a prototype to test stuff. Feeding vec3 to vec4 worked, I don't know if the 4th coordinate is random or default 1, so I just use vec4. Precision qualifiers: Good idea. I will use them if I...
  8. whynodd

    Opengles2 (Racing) Game Development

    Found the error. if (!compileShaders()) { ... return 0; } Forgot those red "()". Ugh, so, the function was not called and shaders have not been compiled. RHAAAAHHHHHHHHHHHHHH! Now it works, even antialiasing (max 4 samples/pixel allowed). Green triangle on changing background. More tomorrow.
  9. whynodd

    Opengles2 (Racing) Game Development

    I will try that. The Hello Triangle example program from the Khronos SDK did pass an identity matrix to the vertex shader, so a multiplication with it does not change the point coordinates. As a test, i took the matrix stuff out completely. Its like using normal opengl without touching the...
  10. whynodd

    Opengles2 (Racing) Game Development

    Ok, now its a X11-Window and ES2. But: The triangle doesn't show up. I mixed code from several tutorials and from an example of the Khronos ES2 SDK. No compile or runtime errors. complete source: in a pastebin Suprisingly, glClearColor works and shows (as intended) alternating background...
  11. whynodd

    Opengles2 (Racing) Game Development

    Ok, thanks guys, took the guts of wavebreaker and now I actually have the most basic (ES1) program. A white deforming triangle. Tomorrow I will try to use ES2 and a X11 fullscreen window instead of this ('cause of remaining glitches on screen after termination and gui elements from desktop...
  12. whynodd

    Opengles2 (Racing) Game Development

    Thx, I'll work through this link and compare it with my code. eglGetError() throws EGL_BAD_NATIVE_WINDOW. Hmm. I plan to do the shading like this: A directional bright light (sun) and a dark bluish hemilight + baked ambient occlusion from a grayscale texture. Its just a bit of vector algebra...
  13. whynodd

    Opengles2 (Racing) Game Development

    Thanks for your answers. In other words, SDL is only used to create the window here? After this, the surface for GL is created on this Window by eglCreateWindowSurface(g_eglDisplay, g_eglConfig, (EGLNativeWindowType)sysInfo.info.x11.window, 0); Maybe the initialisation of that SDL window is...
  14. whynodd

    Opengles2 (Racing) Game Development

    Edit: No problem anymore. This thread is now my game development thread. I'm updating it regularly and sometimes I post interesting code sections. Hello! I need some serious help with this. This is where i took most of the code: wiki Compiled directly on pandora with: gcc -o opengles...
  15. whynodd

    Gcc Running On Pandora?

    I just used the Extend-Utils from this thread: Extend Utils from Stuckie This way you don't have to mess around with the NAND and you have the tools on SD-card.
  16. whynodd

    Dxx-Rebirth (1 And 2)

    Right. A lookup table for the whole IO mapping function is a good idea. We are talking about joystick values, a well defined range ;) It'd be better if some kernel hacker could integrate this into the nub driver, the place where the values are read. If I had the knowledge where to patch and how...
  17. whynodd

    Dxx-Rebirth (1 And 2)

    @Pickle I dont' know if you have the time to do me a favor but I'd be pleased if you could integrate a small patch into D2X for me. (have no cross compiling set up on my windoze) So why a patch? I'm playing with nub joystick mode and I noticed that the nubs are too sensitive and too jumpy...
  18. whynodd

    Dxx-Rebirth (1 And 2)

    Hey, the nubs work. Before I start the game, I switch both nubs to joystick mode*. It seems to work more accurate than "nubmousing" and I can use both this way in the game. Then I can set up my controls in Descent. Just tick "joystick" in the game options and assign the joystick axes how you...
  19. whynodd

    Dxx-Rebirth (1 And 2)

    Nevermind, D2X instead runs like it should. No bad input lag. PERFECT! Pandora: The first handheld with enough buttons to play Descent.
  20. whynodd

    Enigma (aka Oxyd) <- läuft

    Das Menü des Spiels habe ich auf volle 800x480 verbreitert, sodass eine Spalte mehr in der Levelübersicht reinpasst. Im Spiel selbst sieht man 640x480 mit 2 schwarzen balken links und rechts, die aber nun zur Touchscreensteuerung verwendet werden können (vorher ging das nicht, weil der...
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