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Moderator: Moderators
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ValiantVenality
- Portablizer
- Posts: 655
- Joined: Tue Dec 13, 2005 7:31 pm
- Location: Villa Park,California
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blabmouth02
- Posts: 47
- Joined: Wed Dec 07, 2005 8:11 pm
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ValiantVenality
- Portablizer
- Posts: 655
- Joined: Tue Dec 13, 2005 7:31 pm
- Location: Villa Park,California
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Triton
- Moderator
- Posts: 7397
- Joined: Mon May 24, 2004 12:33 pm
- 360 GamerTag: triton199
- Steam ID: triton199
- Location: Iowa
- Contact:
if the game was made in straight C++ or whatever and used SDL libraries it could be ported to the gp2x! that would kick some ass right there
Visit us at Portablesofdoom.org
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Turbo Tax 1.0
- Portablizer Extraordinaire
- Posts: 4773
- Joined: Wed Mar 30, 2005 6:19 pm
- Location: Delaware, no sales tax
- Contact:
I was thinking it would be awesome is a 2x port was made.Triton wrote:if the game was made in straight C++ or whatever and used SDL libraries it could be ported to the gp2x! that would kick some ass right there
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marshallh
- Moderator
- Posts: 2986
- Joined: Sat Sep 10, 2005 2:17 pm
- 360 GamerTag: marshallh
- Location: here and there
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It's entirely possible, I'd have to port it to C and use SDL instead of DirectX as you mentioned but it's quite possible I think. But it would be awfully hard without having a GP2x to test it on.
I've got a question for you other programmers: I'm looking for a good tile-based culling algorithm. If you've played Cube then you'll know what I'm looking for.
basically, an algorithm that determines which tiles to draw, given a draw distance (integer) and the angle the camera is facing (double), and the camera's x/y position. (POINTAPI)
Have any suggestions for implementing this? Drawing hundreds of unseen tiles is quite wasteful.
Anyway,
I've got the tile engine and world loading/saving code done, the editor is built in to the engine. This makes it possible for WYSIWYG editing. I plan to get the game core mostly done, then give the engine to a select few people to make the game world.
I've got a question for you other programmers: I'm looking for a good tile-based culling algorithm. If you've played Cube then you'll know what I'm looking for.
basically, an algorithm that determines which tiles to draw, given a draw distance (integer) and the angle the camera is facing (double), and the camera's x/y position. (POINTAPI)
Have any suggestions for implementing this? Drawing hundreds of unseen tiles is quite wasteful.
Anyway,
I've got the tile engine and world loading/saving code done, the editor is built in to the engine. This makes it possible for WYSIWYG editing. I plan to get the game core mostly done, then give the engine to a select few people to make the game world.
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joelanders
- Posts: 56
- Joined: Mon Jan 02, 2006 12:00 am
- Location: Fresno, Ca
- Contact:
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joelanders
- Posts: 56
- Joined: Mon Jan 02, 2006 12:00 am
- Location: Fresno, Ca
- Contact:
Oooh that's barley anything! Easily to be ported on a portable.joelanders wrote:Way back on page one:Skyone wrote:So marshall, what do you think system requirements will be?marshallh wrote:f. PROJECTED SYSTEM REQUIREMENTS
500 MHz Pentium III or equivalent
64MB RAM
DirectX8-compatible 3D graphics accelerator, 32MB texture RAM
30MB hard disk space
Windows 98 or later



