mati
Member
I wrote a simple Moorhuhnjagd clone with SDL2. Main goal was to have something that will run on the Pyra.
But it should also run on x86 Windows and Linux (with a gamepad).
Since it's a small 2d game and stuff like rotation or alpha transparency is not used, the first version I wrote didn't use hardware acceleration (only SDL_Surface and SDL_BlitSurface). Issues with that version:
Question 1: Why did that version not run smooth under Linux? My linux is still using X11, not Wayland. Would it look different with Wayland?
I rewrote the code to use SDL_Texture and SDL_RenderCopy. My Windows netbook run into trouble with high texture dimensions. Because of that I make shure, that every texture is smaller than 2048px × 2048px. I read something about an OMAP fourthousandsomething that had exactly those limits.
The version with hardware rendering is again running smooth under Windows, this time because of VSync with 60FPS. Under Linux real fullscreen is working now, but I had a lot of tearing.
I read in the thread "2 Joypads on the Pyra. Easy?", that funkeyMonkey will somehow handle the transition from "using the analog nubs as mouse" to "using them as gamepad analog sticks".
What I pretty much want to know with all my questions is, if I still have to rewrite some C++ Code or if everything left to do is creating the DBP.
Source code and precompiled Windows executable:
Please tell me if the texts are strange or unintentionally spelled wrong. My english is not the best, especially not my pyrate english.
But it should also run on x86 Windows and Linux (with a gamepad).
Since it's a small 2d game and stuff like rotation or alpha transparency is not used, the first version I wrote didn't use hardware acceleration (only SDL_Surface and SDL_BlitSurface). Issues with that version:
- Real fullscreen is not working on linux
- Wasn't running smooth on linux, even though it was running with around 600FPS
- The game was running smooth on Windows, but of course I don't really need 600FPS. I didn't know how to use VSync with this version (I guess it is only possible with hardware rendering)
Question 1: Why did that version not run smooth under Linux? My linux is still using X11, not Wayland. Would it look different with Wayland?
I rewrote the code to use SDL_Texture and SDL_RenderCopy. My Windows netbook run into trouble with high texture dimensions. Because of that I make shure, that every texture is smaller than 2048px × 2048px. I read something about an OMAP fourthousandsomething that had exactly those limits.
Question 2: Will the Pyra be able to handle all texture dimensions up to 2048px?
The version with hardware rendering is again running smooth under Windows, this time because of VSync with 60FPS. Under Linux real fullscreen is working now, but I had a lot of tearing.
Question 3: Is the tearing because of X11? Will the Pyra handle this problem?
I read in the thread "2 Joypads on the Pyra. Easy?", that funkeyMonkey will somehow handle the transition from "using the analog nubs as mouse" to "using them as gamepad analog sticks".
Question 4: In my code I use SDL_GameController. Will funkeyMonkey be able to emulate such a X-Box-Gamepad-like device?
What I pretty much want to know with all my questions is, if I still have to rewrite some C++ Code or if everything left to do is creating the DBP.
Source code and precompiled Windows executable:
Please tell me if the texts are strange or unintentionally spelled wrong. My english is not the best, especially not my pyrate english.