Stuckie said:
I'd also rather work on new and exclusive stuff rather than just porting emulators and games from other systems to bring over, which again may not be what you're looking for.
Actually, I suspect they're going to want ANYTHING that's going to add to the splash and flash. If you can make the engine go on Linux or Windows properly, you probably would get one handed to you if the engine made it possible for people to homebrew clean out of the box.
If you mean my Honours Project engine, it works on both Linux and Windows already
It uses SDL as a back end for rendering, input, etc.. by default and it was originally written in a manner to extend it easily enough.
For proof of it's extensibility, we took the engine into Dare to be Digital, and in ten weeks added ODE for physics, Horde3D for shader-based graphics goodness, amBX for external lights and fans and stuff, and built the game code in the extended Lua. Information about Plight of The Weedunks - including a trailer and Windows/Linux download - is here:
http://www.stuckiegamez.co.uk/index.php?pa...ffeine-weedunks .. it's two-player only, however, and pretty much requires two PS2 controllers with a USB adapter, as that was all we had time to implement.. but the button config file was left open so you can hack it to use whatever controller setup you have.
You'll also find a mass of my other projects on the site too... including the original Honours Project itself ( it's been extended greatly since the source dump that's available )
I'm working on the engine at the moment anyway, specifically cleaning up the code and adding in both OpenGL and OpenGL ES back ends ( the OpenGL one was half done already, just needs some fixing ) in preparation for the Pandora coming out, but without testing it on the actual hardware, I'm not quite sure if it'll behave itself as every device has it's own little quirks to love and hate