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Posts: 118 | Thanked: 31 times | Joined on Feb 2010
#61
Thanks for the work! Will you be working on porting irrlicht still?
 
Posts: 16 | Thanked: 8 times | Joined on Jun 2010 @ England
#62
Originally Posted by Soulaxe View Post
Thanks for the work! Will you be working on porting irrlicht still?
I'll try my best with it! The ES port of Irrlicht currently only uses GLES 1.1 so it's fairly limited although Minetest should be somewhat straightforward to port since (according to the website) it doesn't use shaders.

I compiled the library, I just need to see if a test application runs. The Quake3 map example (see here) seems to load initially but fails to load the graphics and crashes so perhaps I need to edit the engine source and try again.
 

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Posts: 118 | Thanked: 31 times | Joined on Feb 2010
#63
Originally Posted by TajB View Post
I'll try my best with it! The ES port of Irrlicht currently only uses GLES 1.1 so it's fairly limited although Minetest should be somewhat straightforward to port since (according to the website) it doesn't use shaders.

I compiled the library, I just need to see if a test application runs. The Quake3 map example (see here) seems to load initially but fails to load the graphics and crashes so perhaps I need to edit the engine source and try again.
Try getting some help from eyecreate in the pandora forums since he built successful irrlicht libs for the pandora.
 
Posts: 118 | Thanked: 31 times | Joined on Feb 2010
#64
How is it going, any closer?
 
Posts: 98 | Thanked: 32 times | Joined on Jul 2011
#65
If this works, the STK could also be ported!
 
Posts: 9 | Thanked: 4 times | Joined on Apr 2010 @ Kuopio, Finland
#66
Minecraft Pocket Edition was just released for android:
https://market.android.com/details?i...ng.minecraftpe
I was wondering, would help with getting it to work on maemo in any way?
 
Posts: 118 | Thanked: 31 times | Joined on Feb 2010
#67
Originally Posted by sentri View Post
Minecraft Pocket Edition was just released for android:
https://market.android.com/details?i...ng.minecraftpe
I was wondering, would help with getting it to work on maemo in any way?
If it's built in java yes, running it on the phone might be easier than we think. Otherwise I don't think so. The game would have to be patched to enable a different control scheme, and with Nokia 5700, and TajB MIA, the port seems dead...
 
Posts: 298 | Thanked: 197 times | Joined on Dec 2009 @ Norway
#68
...In addition to that you can't obtain Minecraft PE legally for N900.
There might be something behind what the MC devs have said about GLES ports after all.

But you also have to consider how MC works. It's based on a constant pointer to be present, that doesn't warp from one spot on the screen to another. We'd have to keep the stylus or our fingers on the screen all the time without letting it go in order to play it correctly.

But an Irrlicht port could be useful, yes. And considering that pretty much none of the games available for Linux use OpenGL 3.0/4.0/4.1 actively or at all, it's possible. (GLES 1.1 == GL 2.0)

Last edited by Nokia 5700; 2011-08-19 at 11:50.
 
Posts: 9 | Thanked: 4 times | Joined on Apr 2010 @ Kuopio, Finland
#69
I was actually thinking something like if the PE uses the same lwjgl libraries compiled for ARM ( lwjgl supports openGL ES but I have no idea if the Minecraft PE actually uses it ), they could be "borrowed" and used with normal minecraft on n900. I suppose it doesn't work that easily in reality.
 
Posts: 8 | Thanked: 19 times | Joined on Aug 2011 @ Sweden
#70
If it works with JOGL I've created the package here: http://talk.maemo.org/showthread.php?p=1078121
 
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