hoping for a dev tutorial


gp32rich

Never been accused of being subtle
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In nice easy steps..
1. what to download, (compilers, libraries, etc) and where from
2. what paths to set,
3. an example program that displays a background with some sprites moving (under joystick control) and some samples being triggered.
4. a makefile, what to do with gfx/sfx files to convert to binary object files
5. what to type on the command line (hopefully: 'make')
leading to ..
6. a successful compile that can be sent to pandora and run!!

for windoze as well as linux, please!

Easy to make a game after that ;)
Well, it worked on :gp32: :oops:

I guess I'll look at SDL, OGL/ES, etc when I'm comfortable compiling simple stuff and want to do more, if it isn't part of the 'easy-code' tutorial :confused:
 
So far, i have got up to downloading code::blocks, installing, running.

And i got told that if you start programming, use the normal compiler, but if you want to make it work with pandora, you change the compiler to the ARM one.

And about GUI, again, someone told me to use GTKmm wrapper

http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-gtkmm.html.

But there is a list of development tool here for pandora http://pandorawiki.org/Development_Tools. But the TI one's are for windows only and don't really understand what they are for anyway (i know its something to do with the OMAP chip.)
 
As I said on some other topic, it's hard to make a full SDK with lots of useful libs at this point, we don't have even an image of the current Linux system.
If you want to start making applications, you should just make sure you use things like GTK (with gtkmm if desired) or the SDL and you'll just have to recompile it later with an ARM compiler.

There's not really any point in compiling things yet, but as soon as I have access to binary images of the Pandora's filesystem and if the devs don't have time to make an official SDK, I'll see if I can make an easy to use Linux package including some widely used libs pre-compiled for the Pandora and some script to set all the paths automatically.
 
I know they probably have better things to do at this point but on the developer tab of the main openpandora.org site they say they will be posting instructions on how to setup a development environment soon. Im not sure what "soon" means but we may get what we need.
 
So I'm guessing the tricky parts here are:
rich said:
3. an example program that displays a background with some sprites moving (under joystick control) and some samples being triggered.
4. a makefile, what to do with gfx/sfx files to convert to binary object files
Yeah. I'm asking for a source code framework to drop some code into so I can show *something*

It worked on :gp32: by downloading the devkit and following instrs from DarkFader & jefff's devrs.com
and then grabbing a simple project like ... http://www.gp32x.de/cgi-bin/cfiles.cgi?0,0,0,0,38,578
ripping out the guts and using the bones as a starting point

Hopefully when things get released, they'll have source and a simple build environment that I can get my teeth into and hack some projects around

In the meantime ... People talk about testing on PC until Pandora is released - so is there an example of opening a window and putting gfx in it? (In a pandora stylee? ;) )
So I can just drop in the Pandora makefile and continue

[can you tell I'm clueless about OS dependant programming?
Give me a CPU and I'm happy.
Show me a library and I'll cope.
But when I've got a rich choice of API's coming out my *ahem* ear I get overwhelmed :wacko: :confused: ]
 
gp32rich said:
so is there an example of opening a window and putting gfx in it? (In a pandora stylee? ;) )
So I can just drop in the Pandora makefile and continue

This page has lots of SDL tutorials: http://www.libsdl.org/tutorials.php.

A quick bit of browsing suggests that this one looks like a reasonable starting point: http://sol.gfxile.net/gp/

It's using SDL for all the graphics stuff, so should "just work" when recompiled for the Pandora...
 
It is true that a development tutorial would be really useful.
(Okay, there already are tutos on the web for SDL or OpenGL ES, but what about the Pandora network layer (how to make a multiplayer game) ? and the touchscreen ?)
 
limestrael said:
but what about the Pandora network layer (how to make a multiplayer game) ? and the touchscreen ?)

The networking layer will just behave as networking would on any Linux machine. There's a networking component in SDL, so it shouldn't be a problem to use that. If not, look for TCP/IP tutorials.

Touchscreens on other platforms appear to just show up as mouse clicks within SDL, so you can just prototype games on PC using mouse control.
 
benjymous said:
The networking layer will just behave as networking would on any Linux machine. There's a networking component in SDL, so it shouldn't be a problem to use that. If not, look for TCP/IP tutorials.

Touchscreens on other platforms appear to just show up as mouse clicks within SDL, so you can just prototype games on PC using mouse control.

Okay for the network, but concerning the touchscreen, will there be a specific and convenient API for handling it, or will we ever handle it through the mouse API ?
 
limestrael said:
will there be a specific and convenient API for handling it, or will we ever handle it through the mouse API ?

It looks like as long as the relevant drivers exist, you just use it like a mouse.

Result from googling "SDL touchscreen":
http://www.nabble.com/Touch-Screen-Support-tt4504907.html#a4519344

Other searches suggest that proper touchscreen/tablet support is planned for SDL1.3, including pressure sensitivity:
http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&date=2007-10-07&section=sdl13
There are videos of this running on a NDS: http://uk.youtube.com/watch?v=7zxyNtDpkqE
 
Woooo!

I've got DevC++ up & running, with SDL1.12 ^_^

And there's colour on screen too :eek:

I'll work my way through the toot's and hopefully have something to do when my pandora turns up :oops:


LineOf7s said:
If it's SDL gaming tutorials you seek (and if you're coding in preparation for the Pandora, you could do worse), the Lazy Foo series have been recommended to people before, and have been spoken of in high regard. :)
Thanks! I'll check that out too!


Heh! While I'm on a roll - is it too much to ask for OGL/ES toot's? :ph34r:
*Ahem* What I mean is .. will someone add a list of SDL, OGL/ES, etc. tutorial links to the FAQ. Thank you :)
 
gp32rich said:
benjymous said:
A quick bit of browsing suggests that this one looks like a reasonable starting point: http://sol.gfxile.net/gp/

It's using SDL for all the graphics stuff, so should "just work" when recompiled for the Pandora...
That looks great!
Cheers

Since Pandora accelerates OpenVG, it'd be to my mind a better idea to use it for low level 2D drawing.
 
limestrael said:
Since Pandora accelerates OpenVG, it'd be to my mind a better idea to use it for low level 2D drawing.
Aw, dammit! See! This is the problem with too many API's :(

Okay -- Show me the tutorial :|
 
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