TheGoodDoktor
Still Fresh
- Joined
- Sep 6, 2008
- Messages
- 74
Hi
I'm currently thinking of porting a Dreamcast game that I worked on many years ago to the Pandora.
My current plan is this:
1) Convert the game to SDL & OpenGL on my PC and get it working to a similar res to the Pandora.
2) Get a Pandora when they come out and port what I've done so far over to it.
From what I can tell by the specs, the Pandora seems to exceed the Dreamcast in term of performance so I think I should be able to get the game working on it eventually. I do however have some questions:
1) Does the Pandora currently have an implementation of the SDL library?
2) How does OpenGL ES differ from OpenGL ? I'm just doing basic stuff with vertex buffers (VBOs) and the standard gBegin/glEnd stuff, nothing particularly fancy. (no shaders or anything like that)
3) Does the SGX support texture compression (particularly DXT1) ?
4) What is the floating point performance like on the Pandora? I know it has an FPU but will standard float code compiled for it use it? I also noticed that it has a SIMD unit which presumably I could use for Matrix & Vector operations.
5) I'll need to put sound in at some point, I'll need to be able to stream a few channels of audio and play some positional sound effects.
That's it for now, I'll probably have more questions later on.
Cheers,
TheGoodDoktor
I'm currently thinking of porting a Dreamcast game that I worked on many years ago to the Pandora.
My current plan is this:
1) Convert the game to SDL & OpenGL on my PC and get it working to a similar res to the Pandora.
2) Get a Pandora when they come out and port what I've done so far over to it.
From what I can tell by the specs, the Pandora seems to exceed the Dreamcast in term of performance so I think I should be able to get the game working on it eventually. I do however have some questions:
1) Does the Pandora currently have an implementation of the SDL library?
2) How does OpenGL ES differ from OpenGL ? I'm just doing basic stuff with vertex buffers (VBOs) and the standard gBegin/glEnd stuff, nothing particularly fancy. (no shaders or anything like that)
3) Does the SGX support texture compression (particularly DXT1) ?
4) What is the floating point performance like on the Pandora? I know it has an FPU but will standard float code compiled for it use it? I also noticed that it has a SIMD unit which presumably I could use for Matrix & Vector operations.
5) I'll need to put sound in at some point, I'll need to be able to stream a few channels of audio and play some positional sound effects.
That's it for now, I'll probably have more questions later on.
Cheers,
TheGoodDoktor