I'm just wondering if there is any improvement/Update to Doom 3?I have it, but it runs not fast enough to be enjoyable for now. I'm still working on it from time to time, who knows, maybe one day I'll release it...
Nope. I have issue compiling it with GCC 5.2 & 5.3 (plus I'm not trying too hard to re-compile it also). Last time I tried I still got around 4 ot 5 fps. More than 10 (even 20) in small closed space where nothing happensI'm just wondering if there is any improvement/Update to Doom 3?
It will serve as a nice benchmark for the Pyra IMHONope. I have issue compiling it with GCC 5.2 & 5.3 (plus I'm not trying too hard to re-compile it also). Last time I tried I still got around 4 ot 5 fps. More than 10 (even 20) in small closed space where nothing happens
OpenTomb I have started porting it (need to be converted to OpenGLES2). OpenRaider is not finished. I have a build where you can just fly around a level, and that's it. It's not a game. Open Terraria, from C# to Java... Is it playable yet?what about
Open Terraria https://github.com/Shockah/Open-Terraria-Rewrite
OpenTomb https://opentomb.github.io
or OpenRaider https://github.com/xythobuz/OpenRaider
I already a few of them on my radars...Hi all
Some port ideas for you guys:
Uebergame
TBFTSS
Reliquarium
Pydza
RogueBox Adventures
Superpowers
Super Space Invader
OpenAge
Veraball
Cheers, Magic Sam
There is a lack of flight games on the repo, not sure if any of these are doable:
Looks like the first 3 are opengl
http://tnlgame.net/component/option,com_frontpage/Itemid,1/
http://aeron.sourceforge.net/
https://sourceforge.net/projects/csp/
This one is sdl2
https://bram.itch.io/the-little-plane-that-could
https://tengu-games.itch.io/offworld
The last two, I haven't seen any sources. The 1st three, I had tnl on my radar for some time, but haven't started anything yet. aeron seems Windows only, and csp seems a bit heavy, but who knows.
If you get it compiling again, might it be worth running some profiling on it to see if there is some potential optimisation that could be done?Nope. I have issue compiling it with GCC 5.2 & 5.3 (plus I'm not trying too hard to re-compile it also). Last time I tried I still got around 4 ot 5 fps. More than 10 (even 20) in small closed space where nothing happens
I finaly got a successfull cross-compiling of it this morning. I haven't done much profiling or anything, just checked that it worked (still a bit too slow to be playable).If you get it compiling again, might it be worth running some profiling on it to see if there is some potential optimisation that could be done?
If you get it compiling again, might it be worth running some profiling on it to see if there is some potential optimisation that could be done?
The models used in id Tech 4 engine games are animated using skeletal animation. The engine can blend multiple animations together, to produce a skin that moves correctly for those animations. Because this is CPU intensive, id did some work optimising this by using Intel's Streaming SIMD Extensions (SSE).
Seem unlikely, it's a GameMaker game if I understand correctly, and no source are available (and even if source were available, it's not sure that it can be compiled for Pandora).I'm chancing my arm now as I don't know if it's remotely possible, but is there any chance Undertale could be converted to the Pandora?
Here a "perf top" of my latest build of doom3 on my gigahertz model (running the timedemo at a wooping 5fps)
PerfTop: 984 irqs/sec kernel:37.7% exact: 0.0% [1000Hz cycles], (all, 1 CPU)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
22.06% libGLESv2.so.1.10.2359475 [.] 0x23d84
19.07% [kernel] [k] __hrtimer_start_range_ns
5.15% doom-mon.arm [.] _ZN18idRenderWorldLocal26CreateLightDefInteractionsEP18idRenderLightLocal.constprop.2279
3.90% doom-mon.arm [.] R_CalcInteractionCullBits(idRenderEntityLocal const*, srfTriangles_s const*, idRenderLightLocal const*, srfCullInfo_t&)
3.87% [kernel] [k] omap3_enter_idle
2.70% [kernel] [k] __schedule
2.13% [kernel] [k] tick_nohz_restart_sched_tick
1.38% doom-mon.arm [.] idSIMD_Generic::CmpLT(unsigned char*, unsigned char, float const*, float, int)
1.25% doom-mon.arm [.] idSIMD_Generic::MinMax(idVec3&, idVec3&, idDrawVert const*, short const*, int)
1.23% libm-2.9.so [.] 0x25f00
1.09% libc-2.9.so [.] memcpy
1.04% doom-mon.arm [.] _Z30RB_GLSL_CreateDrawInteractionsPK10drawSurf_s.part.9
0.98% doom-mon.arm [.] _Z20R_RadiusCullLocalBoxRK8idBoundsPKfiPK7idPlane.part.7.lto_priv.3574
0.97% [kernel] [k] ktime_get_ts
0.87% doom-mon.arm [.] idInteraction::AddActiveInteraction()
0.84% doom-mon.arm [.] unzReadCurrentFile(void*, void*, unsigned int)
0.73% doom-mon.arm [.] R_CalcInteractionFacing(idRenderEntityLocal const*, srfTriangles_s const*, idRenderLightLocal const*, srfCullInfo_t&)
0.71% [kernel] [k] __do_softirq
0.65% [kernel] [k] __delay
0.61% doom-mon.arm [.] R_LocalPointToGlobal(float const*, idVec3 const&, idVec3&)
0.59% doom-mon.arm [.] _ZL17R_CreateLightTrisPK19idRenderEntityLocalPK14srfTriangles_sPK18idRenderLightLocalPK10idMaterialR13srfCullInfo_t.constprop.2281