Release SLUDGE Adventure Engine now with GLES2 support


PokeParadox

Founder of Pirate Games - Penjin Coder
Staff member
Joined
Dec 8, 2005
Messages
6,526
Age
36
Location
UK
Website
www.projectinfinity.org.uk
Scaling down the textures is probably not the best idea, because some games have very large textures. If there is a scene that doesn't fit on the screen, the background texture can easily be over 2000 pixels wide and only a part of that is visible.


I think a better solution would be to have a small library wrapping around OpenGLs texture handling functions and taking care of splitting large images into small enough chunks (creating multiple GL textures) and putting them back together when drawing.


Such a thing could also take care of creating only textures with sizes in powers of two. It could be used for any game port. I wonder if that already exists, I didn't find anything. Or if at least someone did something similar in a game. If not, is someone interested in creating it? I don't know when I'll come around to do it myself.
I have done similar things... at least I auto resize images to nearest PoT before creating an OpenGL Texture. Not created a lib to split textures automatically yet though!
 

Letalis Sonus

Advanced Member
Joined
Mar 5, 2009
Messages
1,352
Cogl (simple GL/GLES abstraction layer created for Clutter) does some automatic slicing of textures, that could do the trick as well.
 

BigMc

Still Fresh
Joined
Jan 4, 2012
Messages
32
Cool, Cogl looks like exactly what I was looking for! I'm so glad if I don't have to care for a half-baked solution myself. :D
 

_wb_

Microbe
Staff member
Joined
Apr 5, 2012
Messages
5,387
Age
39
Location
Brussels, Belgium
(bump)


Any progress on this? I just read this thread and it looks like you're close to getting everything working, but somehow this thread ended at this point...
 

clop

Member
Joined
Aug 17, 2010
Messages
176
Haven't tested since my last post. And won't be able to test more, as my Pandora has been stolen in the train :/
 

DrCJBoduma

Active Member
Joined
Jun 4, 2006
Messages
500
Age
44
Location
England
Website
Visit site
Ahhh man, that is very bad news, I feel for you. I am not a programmer, but if there is anything I can do to help test stuff on my pandora let me know.


Cheers


Chris


PS Just out of interest, was it snatched or did you leave it unattended?
 

mcobit

Advanced Member
Joined
Jul 28, 2008
Messages
6,910
I compiled the 2.2 version yesterday and tried a game, which had a problem with some libiconv stuff. I need to test a bit more, but don't have too much time.
 

BigMc

Still Fresh
Joined
Jan 4, 2012
Messages
32
I still think Cogl could be helpful, but it doesn't support multitexturing of sliced textures and it would require some work to bypass that problem. I didn't proceed any further.


It might be also interesting for someone here to port AGS to the Pandora. There are much more games available for AGS than for SLUDGE and it was recently open sourced and works on Linux, Android, iOS and PSP now.


https://github.com/adventuregamestudio/ags


I think the Pandora may be fast enough to run the low-res games. The downside is that the AGS Editor doesn't work on Linux yet, but that's also just waiting for someone to make it happen.
 
Top