Anyway, Here's what it looks like sofar (Compiled in X86 Windows with PVR OGLES2.0 emulation):

It should be completely cross platform, The libraries I'm using are: SDL, SDL_ttf and OGLES2.0. So i may release a PC version utilising OGL2.0.
The underlying engine/tools are pretty much complete (except the physics engine). Currently it features:
- Post processing: Radial/guassian/motion blur and distortions (eg the shock wave you can see in the pic)
- Particle engine. eg the flames coming off the player/bottom right.
- Alpha mapped ttf font rendering library. eg "Score: 2350"
- Shader interfacing code generated from your GLSL source code (so you don't have to remember all your different uniform/attrib datatype's, etc).
My main worry is the SGX performance, most of the rendering doesn't really make use of the advantages a TBDR provide (I'm using lots of additive/alpha blending, no depth buffer, etc). Its also heavily dependant on floats, so some Neon optimisation will probably be in order (Which should be a good learning experience, i haven't written much ASM).
Im calling it "SuperLumenal" (as in faster than light) at the moment, but that could easily change. I'll keep these thread updated as it evolves. Feel free to chip in if you have any ideas.

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