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Looking for 3D game engines and FPU?


Postby StephC » Oct 21, 2003 @ 3:10pm

PocketPC emulator is a piece of cr4p.

It's better to compile your app for win32 (native) and then recompile it for WinCE when you want to test on the target device.
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Postby Dan East » Oct 21, 2003 @ 3:31pm

The demo includes a x86 build for regular windows.

Looks pretty nice. Quite primitive, but it seems to work well. I see static lightmaps (no dynamic), decent collision detection (only noted 90 degree walls though, which would require a much simpler algorithm if that is that is an actual restriction), no perspective correction.

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Postby chuawenching » Oct 21, 2003 @ 4:42pm

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Postby mlepage » Oct 21, 2003 @ 6:00pm

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Great games for your Palm and Pocket PC!
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Postby Mr X » Oct 21, 2003 @ 7:55pm

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Postby wayne » Oct 22, 2003 @ 2:36pm

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Postby Mr X » Oct 23, 2003 @ 9:01pm

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Postby Conan » Oct 23, 2003 @ 10:33pm

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Postby wayne » Oct 24, 2003 @ 3:50am

Hi

Speaking as the Windows Virgin here,

I've just bought a Virtual Boy, and I've decided to look into portting an emulator over to it, as good practice to get back into programming C and Windows. I thought I might as well look at portting the Windows version over to the PocketPC too.

Tell me more about this programming compatability between variouse Window versions and the Pocket PC's, what do I need to look out for, and can anybody suggest any good Windows programming primers out there for me to look at?

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Postby wayne » Oct 24, 2003 @ 4:25am

I've just checked out the Yeti home page, way cool. I can't wait for the game he is working on too come out, from the sample screen shoots, including the one shown in the level editor screen shoot, it is impressive, the guy has style. This reminds me a bit of how Unreal raised the bar a bit in terms of style.

I haven't got to read the GPL yet, but does this allows somebody to develope under under GPL and if they come up with a good product apply for license?

I like the way the Level Editor is going. Will it be available for third parties to do custom extensions like, integer based: physics approximation, AI and object/environmental animations/automations engines?

Thanks

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Postby Mr X » Oct 24, 2003 @ 4:53am

GPL means that you can make whatever changes you want, but if you publish any derived work then you also need to make the source publicly available for free. If you wanted to keep your changes to yourself, you would need to approach Dereck to get another license.

Source to the level editor is included, it requires c++ builder to compile.

For my pocket pc port, I used GapiDraw to handle all the screen stuff. Gapidraw is already cross platform so it was just a matter of creating projects in evc3, evc4 and vs 2003. I just use a couple of #defines to rotate the screen.

See gapidraw.net and try their tutorials. Pocket frog is also, I think, cross platform.
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Postby Conan » Oct 24, 2003 @ 7:41am

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Postby wayne » Oct 24, 2003 @ 8:31am

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Postby Conan » Oct 24, 2003 @ 12:22pm

I suggest anyone interested in seeing the Yeti engine go & download the OpenGL port which is a .exe with a doom level type demo link above in Sean's post.

It does a very good job of rendering a dungeon type environment & may be a good starting point for a game of that type.

Question to Sean, if I want to get this working on PF would I be best to start with the 'vanilla' download or your GapiDraw version ? I had a look at your code & found it hard to follow given all the GD bits n bobs missing etc.
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Postby Mr X » Oct 24, 2003 @ 8:16pm

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