![]() |
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
Quote:
|
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
upgraded to 2.0-2maemo5... still no music. Apart of that, the game works well. big thx to Aapo!
Bug report: when I start a new game choosing "start with empty board" or "start with random village" the game crashes... |
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
i have a question concerning http://developer.berlios.de/bugs/?fu...&group_id=2929 - have you tried using opengl es (there is even opengl es wrapper for sdl, made by javispedro) insted of opengl or just disabled whole opengl stuff? i would love to try rewriting opengl code to opengl es (as your changes to rendering pipeline are mostly commenting out stuff - and removing one directory which has pretty small files), at first it looks not really hard to port. just wanted to ask if you tried - maybe you know more and it's not worth wasting time ;)
|
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
GL -> GLES is far from trivial. While code that has 'if( getConfig()->useOpenGL )' parts might support pure SDL (as is the case here), rewriting the GL parts is a huge task. You are welcome to try (not only here, there are tons of apps that could use GLES rewrite, would be very thankful). Aapo is awesome by noticing possibility to compile something which has GL stated as requirement and being able to bring it to GLES device such as N900.
|
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
It's not even guaranteed that you will get faster blitting using OpenGL ES.
|
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
Quote:
Quote:
edit 2 : Oh, forget the CorsixTH part - now I see there was some activity in that thread, I've just missed that. |
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
@misiak:
It would be great if you could port Lincity-ng to GLES! I'm not sure if it's worth it from a performance point of view but it would be a nice learning experience to know if GLES is faster than pure SDL. So from an academic point of view it's definitely worth it. Just for reference, I had a look at the source code myself some time ago and I wrote it down here [1] in the penultimate paragraph. But I guess you already know what I've written there. [1] http://talk.maemo.org/showpost.php?p...04&postcount=7 |
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
Quote:
OpenPandora has Lincity-ng with 'experimental openGLES', but I didn't find it source code (source code points only to the upstream version), and I haven't contacted author (lincity-ng is GPL, so sources are somewhere).http://boards.openpandora.org/index....77-lincity-ng/ |
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
@sulu - yeah, i've noticed all opengl functions are in files from one directory, and these files are referenced by other files only few times... they look quite simple, there are only simple poligons/lines, textures and some viewport matrix simple operations (these can be tricky, but even if something is not supported, it doesn't mean it could not be rewritten with little effort ;) )
@Aapo - thanks for your reply, one last question - did you publish your patches somewhere? (i mean, the first 4 of them are in the first post, but are other modifications also published as patches somewhere?) it looks like I have what to do with my free time during next weekend ;) |
Re: [Announce] Lincity-ng (city building simulator) on extras-devel
Quote:
|
All times are GMT. The time now is 20:13. |
vBulletin® Version 3.8.8