@wermy Do not listen to this man/boy/girl/forum member.Good. Considering the size of the Pandora's userbase (or lack thereof), multiplayer is the last thing you should worry about, unless you wanna release this multi-platform.
unless you wanna release this multi-platform
It only takes two to tango. Wermy is coding for fun. Let's not discourage him.<snip>
Hey, I love the Pandora as much as the next guy, but facts are facts; the userbase is too small for online play exclusively between Pandora units.
Those asteroids are insane. That is the coolest thing I've ever seen. Forget Geometry Wars, Grid wars, and all those things. THIS is the good one.
I've never thought to ask this before, but what clock speed are you running at to test this? What is your target clock speed for fluid gameplay?
Is the sphere grid going to be the only background/world you can play on, or are you planning on adding other worlds?
Those asteroids are insane. That is the coolest thing I've ever seen. Forget Geometry Wars, Grid wars, and all those things. THIS is the good one.
I've never thought to ask this before, but what clock speed are you running at to test this? What is your target clock speed for fluid gameplay?
Is the sphere grid going to be the only background/world you can play on, or are you planning on adding other worlds?
Thanks. It runs well at 600MHz. Every now and then when things get particularly crazy (such as setting off a bomb in the middle of like 20 asteroids/enemies) there's a bit of slow-down. If I run it at 800MHz, though, that goes away. I suppose I could check what the current clock-speed is at run-time and adjust some stuff like the number of particles accordingly... Hmmm...
Thanks Jourdy! It's all OpenGL ES 1.1. For the more complicated models, I create them in blender and export. The simple ones like enemies I just generate manually when the game starts up.
Are there any news on this wermy? Or maybe an early beta just to play around a bit?