Duke Nukem 3D on Openmoko Neo
steve at openmoko.com
Sat Sep 6 21:33:39 CEST 2008
I encourage you to make these changes, marco. It will show people how
the contribution of one creative person can be modified by another.
Marco Trevisan (Treviño) wrote:
> 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).
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