making libgyro and similar api's - what should be in it....
Posted: Thu Mar 12, 2015 5:18 am
.....and what should be in the engine??
Hi! I have some questions about libgyro (or similar api type things).
I've been writing a 2d (mainly) engine for some time, and wanted it to be potentially multiplatform from the start. I chose to do it in c++, and using opengl, as these seemed sensible at the time. I'd only been building for windows for years, but just decided to try on dreamcast using sdl/opengl, as i just found out about the toolchain installer - nice work to the people who made that! Anyway, I had a number of headaches and discoveries - some asserts won't compile for some reason - not that i'm using them on dc at the min, and neither will passing a value to base class constructor from a derived class. Also drawing after binding texture 0 (to unbind) causes unknown opcode, and glOrtho doesn't work as intended, but i'm sure you all know this - anyway, the main discovery was that using Opengl in this way is really not fast at all on dreamcast (will try kgl next i think...).
That's when I found these forums! (remembered seeing the kickstarter on kotaku and thought it looked good, but didn't realise it was on dreamcast!). Then i watched some of the old youtube dev videos, and saw the stuff on Libgyro - it isn't public (yet?) is it? couldn't find it so i guess not..
Am i right in thinking that it is a header(s) that is the same for all platforms, with different c/cpp/o/lib/a/whatever files per platform? (are you using c/c++ on Android?)
does it use opengl (or direct x) on pc? (and does it use shaders? - EDIT - of course it does - you've just had the problem with the flipped normal maps/tangents/etc.. so how are you gonna emulate this look on dreamcast??)
does it use kos/ pvr.h and such things for actual powervr assembly on dc?
what exactly is in the header file(s)? and what data is stored within it? like, is all of the vertex data and matrices and stuff stored within that class(es)? what do you actually call from the game engine to load a texture and display a portion of it in a quad at a certain scale/rotation?
not necessarily libgyro specific - i just want to find out what is the best way to do such things and make it easy to port!
Anyway, good luck with the masters to Falco - would like to read that when it's done!and good luck finishing the game! hope you don't kill yourselves crunching!
Hi! I have some questions about libgyro (or similar api type things).
I've been writing a 2d (mainly) engine for some time, and wanted it to be potentially multiplatform from the start. I chose to do it in c++, and using opengl, as these seemed sensible at the time. I'd only been building for windows for years, but just decided to try on dreamcast using sdl/opengl, as i just found out about the toolchain installer - nice work to the people who made that! Anyway, I had a number of headaches and discoveries - some asserts won't compile for some reason - not that i'm using them on dc at the min, and neither will passing a value to base class constructor from a derived class. Also drawing after binding texture 0 (to unbind) causes unknown opcode, and glOrtho doesn't work as intended, but i'm sure you all know this - anyway, the main discovery was that using Opengl in this way is really not fast at all on dreamcast (will try kgl next i think...).
That's when I found these forums! (remembered seeing the kickstarter on kotaku and thought it looked good, but didn't realise it was on dreamcast!). Then i watched some of the old youtube dev videos, and saw the stuff on Libgyro - it isn't public (yet?) is it? couldn't find it so i guess not..
Am i right in thinking that it is a header(s) that is the same for all platforms, with different c/cpp/o/lib/a/whatever files per platform? (are you using c/c++ on Android?)
does it use opengl (or direct x) on pc? (and does it use shaders? - EDIT - of course it does - you've just had the problem with the flipped normal maps/tangents/etc.. so how are you gonna emulate this look on dreamcast??)
does it use kos/ pvr.h and such things for actual powervr assembly on dc?
what exactly is in the header file(s)? and what data is stored within it? like, is all of the vertex data and matrices and stuff stored within that class(es)? what do you actually call from the game engine to load a texture and display a portion of it in a quad at a certain scale/rotation?
not necessarily libgyro specific - i just want to find out what is the best way to do such things and make it easy to port!
Anyway, good luck with the masters to Falco - would like to read that when it's done!and good luck finishing the game! hope you don't kill yourselves crunching!