Duke Nukem 3D on Openmoko Neo
"Marco Trevisan (Treviño)"
mail at 3v1n0.net
Sat Sep 6 20:13:18 CEST 2008
Rafael Ignacio Zurita wrote:
>> However, no way to make it work at 640x480 without
>> slowdowns? Maybe
>> improving video output exploiting the X acceleration (and a
>> little more
>> the Xglamo in gta02s)... I figure that an old game like
>> this could
>> perform really in a better way here.
> Perhaps, SDL is a very good library for game programming and
> it works nice with low resolutions (like 640x480).
> But, I also have tried another C+SDL own game and it was slow :(.
> I will check what we could do about, but maybe I try
> other games before (like heretic as somebody suggested :))
Ok... However I've played with it a little more and imho it's not so
playable using the accelerometers in a such way since they should be
more sensible to the movement or the screen is not so visible when playing.
Imho when the game is launched, the phone should consider the actual
position as the "base position" (the one in which the virtual joypad is
centered), then considering the movement when the phone is moved of few
degree (however less than a centimeter of phone edge rotation).
Otherwise, imho, it's unplayable.
I wouldn't dislike also an implementation without the accelerometers
usage (just placing the virtual buttons - for moving too - in the screen
edges; like actually is done for actions only). Imho the screen is quite
big to see and press at the same time (in games like this).
Treviño's World - Life and Linux
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