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2007-08-31
, 04:21
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Posts: 4 |
Thanked: 0 times |
Joined on Aug 2007
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#13
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2010-01-03
, 11:59
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Posts: 203 |
Thanked: 61 times |
Joined on May 2008
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#14
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2010-01-03
, 15:27
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Posts: 503 |
Thanked: 267 times |
Joined on Jul 2006
@ Helsinki
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#15
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I'm extremely busy at work at the moment (almost everyone else is on vacation here), so almost all my activity in maemo development is suspended now (the same applies to mplayer maintenance). But I have plans to get back to ufo2000 porting as soon as I get a vacation myself.
If you want to try the game on your device, go to the garage project page https://garage.maemo.org/projects/ufo2000/ and download tarball. After that you can run the following commands in xterm on your device (be sure to extract the game to a unix friendly filesystem, it can be internal flash or ext2/ext3 formatted memory card):
Technical challenges of ufo2000 maemo port:
* virtual keyboard - as ufo2000 is network game, ability to chat is quite important. I also thought about the idea of simply providing some area for handwriting with stylus and just sending pictures to the opponent
* right mouse click emulation - tap on screen while holding one of the keys pressed may be the best solution
* reduce cpu usage, currently cpu is maxed and battery will not live long - something like static scenes detector is needed in order to avoid repetitive rendering of the same frames
* memory usage optimizations - right now all the resources are loaded to memory on initialization which also results in a very long loading time not to mention
Overall improvements which are needed:
* some kind of AI