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My space shooter (WIP) - now with Mac OS X support

Started by February 18, 2009 04:54 PM
56 comments, last by Sander 15 years, 7 months ago
Quote: Original post by Sander
The Linux version doesn't work for me. It immediately exits with the following error:

Calling init.
./Polynomial32: symbol lookup error: ./Polynomial32: undefined symbol: glClampColorARB

System:
AMD64 3200+
ATI Radeon HD 4830
1 GB RAM

OS:
Debian Lenny with binary ATI drivers

Hmm, I'll try to fix that. I get all extensions on Linux from glext.h alone. Will try using glee

Pictar - Sorry for the crappy shot. I don't have photoshop to crop off the side atm.

Specs:
Vista Business 64-bit SP1
Intel Dual Core 2160
GeForce 8800 GTX (181.22 drivers)

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Absolutely gorgeous, now if you could just incorporate some cool beat based music in that you have an XBL Arcade hit!

Updated, please re-test on Linux and post screenshot when looking at a bonus pod (I need to see if extension really works).
It works. The screenshots show a lot of tearing but you don't see that when actually playing it. It runs at ~150 fps on my system.


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Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>

Yay, thanks for testing, extension seem to work.

Re: tearing on screenshots, I get that too... I'll add special screenshot button to game, maybe. On Linux, several frames render while the screen is being read, hence tearing.
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Quote: Original post by Dmytry
Quote: Original post by Delphinus
I get SUPER LAG. This is with a reasonably up-to-date Nvidia and 1GB of RAM, by the way. What kind of crazy specs does this thing run at?

Works just fine on my nVidia 9800gt , over 200 fps at 1680x1050 (development version with vsync disabled, the release caps to your display rate), and was reported to work on geforce 8600 .

Do you get super lag right away or just when there is a lot of explosions (those are unoptimized)?


Right away. As soon as I start the game.

NVIDIA GeForce 6100 nForce 405
Windows XP Home Edition (5.1, Build 2600) Service Pack 3
AMD Athlon(tm) 64 X2 Dual Core Processor 5000+, MMX, 3DNow (2 CPUs), ~2.6GHz
896MB RAM
Dulce non decorum est.
Ahh, its on-board? Then I guess no luck, sorry.
In final version of game I may add options for very reduced effects, but that could sort of ruin the look and feel of game :/ Looks like 6100 has about 1/100 the power of 9800 gt (which i'm developing on)
Looks great on my work system:




Now to get us an OS X version so I can "beta test" at home. [smile]
I'd love to make OS X version (there is good market for commercial software on mac) , but it is kind of problematic to set up cross development. link
I have very neat environment at the moment. Building all 3 targets and release archives right from IDE (CodeBlocks).
I will try to some day set up builds over SSH on my mac mini, but it is likely to be a multi-day effort.

BTW, I used to develop for mac 'professionally' for some job, and got very intense dislike for apple's user interface, the worst thing being unusual mouse curve hard coded (oh horror) it seems right into the driver [history: OSX never had UI for adjusting mouse parameters, but befori 10.4 there was API and you could set parameters with small C program. But, it seems, no more.]. I still did not find any solution that works. The annoyance seem to multiply tenfold when you have two computers on one desk, with 3 operating systems, and hop between them all the time. The sheer contrast. (Neither Linux nor Windows nor OSX come with my preferred (linear)mouse curve; but former 2 can be configured, and latter cannot and deviates from my preference a lot. Same for font rendering. I have two systems with my HID preferences and third with steve job's preferences)
You too wrote about that on your journal, IIRC... maybe you got any solution?

By the way, anyone here got any ideas what is wrong with my font rendering on ATI cards? It looks as if there is some sort of numerical inaccuracy. Some pixel rows and columns are stretched.

[Edited by - Dmytry on February 20, 2009 3:34:08 PM]

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