
The horror that is PC development

Heh, nice comparison!Jabberwocky wrote:Yep.
PC game programming is kinda like trying to build a carburetor that will work in any make and model of car built in the last decade.
Nope, no plans to do that. I am considering porting to Mac and that's about it. The fun for me is in making cool things, not in platform specific development. I get to do enough platform specific stuff at Ronimo Games already (Wii, PS3, 360).Xypher wrote:Have you yet considered porting this to a mobile platform? I'd love this on my droid x!
I agree that it would be better to support these old graphics cards, but since this is a small game I make in my spare time, I don't feel like actually spending the time to do this. I think I would need to process all my meshes for this, since Ogre stored all of them with 32bit indices. And I would need to split some meshes in each track and re-export them. The lightmaps for those meshes have already been baked, so I would need to build something for that to work as well. All in all, it is a lot of boring work for computers that won't make the game's graphics shine anyway.reptor wrote:I comment on the MaxVertexIndex limit. I also posted this to your blog - I hope it isn't too off-topic here.
The DirectX SDK has a file called CardCaps.xls in Samples\C++\Direct3D\ConfigSystem.
It tells a lowest value of 65,534 for the MaxVertexIndex for video cards Intel 915/910, Intel 945, Intel G33/G31 and Intel Q35.
So you should stay below that value and you should be safe from this problem. I don't think a small game with simple graphics should break this limit. These kinds of graphics cards are in wide-spread use and I don't think it's a good idea to ignore them all when the game is otherwise not very demanding for hardware.
Oh, and congratulations on this project, Proun. It does look interesting. It reminds me of some game or games from the times of the Amiga 500 and C-64. Of course this one comes with greatly better graphics. Did you have any old similar games in mind when you came up with the idea to create this game?
Mondrian's more like it.Jabberwocky wrote:Trippy!![]()
So that's what it feels like to be inside Picasso's brain.
This is my favourite way of purchase!!!spacegaier wrote:And the respective blog post, explaining why he went "pay what you want": http://joostdevblog.blogspot.com/2011/0 ... heres.html
Yes, Mondriaan! I initially wanted to get the vibe of this one:jacmoe wrote:Mondrian's more like it.Jabberwocky wrote:Trippy!![]()
So that's what it feels like to be inside Picasso's brain.
Splendid work, Oogst.
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See the similarity? ->