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1075919 Posts in 44152 Topics- by 36120 Members - Latest Member: Royalhandstudios

December 29, 2014, 03:36:32 PM
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1  Developer / Technical / Re: Canvace Development Kit on: August 23, 2012, 02:30:10 PM
Hi! Smiley

I'm passing by to announce a new minor release, Canvace 0.2.3.

There have been a few improvements in the setup process, UI and API, along with a new* handy feature, an import wizard that allows to import existing tile sheets into Canvace.

* That isn't new actually: it was present up to a couple of releases ago, where a major refactoring forced us to temporarily dismiss it. Welcome back, Import Wizard. Smiley

Looking for your feedback, as usual. Wink
2  Developer / Technical / Re: Multi threading with Android? on: May 18, 2012, 10:06:21 AM
The important thing to remember is that if you use Posix threads in Android, it's just like any other OS with threads in C++.

you're right, I said that Android phones are natively different from PCs because when I'm told "PC" I always think about Microsoft Windows, sorry.
3  Developer / Technical / Re: Multi threading with Android? on: May 18, 2012, 07:48:23 AM
I don't happen to know anything about Android (except it is Linux programmed in Java) but "the same version works on PC" doesn't help very much since Android phones are natively different than PCs.

Anyway, what happens exactly? Is your app definitely stuck or does it eventually run but very slowly?
4  Developer / Technical / Re: Need help with color operations in Open GL on: May 16, 2012, 03:10:54 AM
If you are shooting for maximum compatibility with the broadest possible audience, than shooting for OpenGL 1.5 would probably be the best bet.

If you are shooting for a crowd that is more familiar with games on the PC, than OpenGL 2.0 and up is a fairly safe target. The majority of individuals who take PC games even slightly seriously are going to have a dedicated GPU in their machine. Even if a motherboard has an on-board Intel GPU, as long as it is running its graphics through a dedicated 3D card, the more recent versions of OpenGL with shader support should run fine.

Some sites collect stats about OpenGL support by graphics hardware, this one for example: http://feedback.wildfiregames.com/report/opengl/
Smiley



Quote
The biggest danger for trying to run GLSL shaders is in older laptops. The majority of desktop systems are going to be fine. I'm still targeting OpenGL 1.5 for some of my projects. But this is more a choice of ease-of-use than features.

That seems exaggeration to me, OpenGL 1.x doesn't have shaders and is not even officially documented on opengl.org any more. Where do you find a reliable function reference?
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