Guest DingsDaT Posted May 20, 2004 Report Posted May 20, 2004 There was an project, what is going on it?
Guest beersoft Posted May 20, 2004 Report Posted May 20, 2004 im not sure whats going on about it at the moment exo put his project on hold for a while, and Muff was/is busy making some stunning games which you will all buy because they will rock your little socks off :) the problems as far as i know is the lack of high speed floating point maths on the spv, because quake isn't any fun at 4 frames a second :lol: later Owen
Guest beersoft Posted May 22, 2004 Report Posted May 22, 2004 :) I'll stand corrected and BTW you did a great job on your port exo, I still think showing the 'great unwashed' quake is just fun. Later Owen
Guest exosyphen Posted May 23, 2004 Report Posted May 23, 2004 I might pick up development again someday. http://www.mobileREMOVETHISTEXTground.com/...e=viewtopic&t=2
Guest schriss Posted May 23, 2004 Report Posted May 23, 2004 What are you waiting for, go there, register and cast your vote (YES :) )
Guest schriss Posted May 23, 2004 Report Posted May 23, 2004 Wolf 3D is playable and realy fast on my Mio 8390 with nogapi option. How can I run Quake without gapi?
Guest djfuego Posted June 1, 2004 Report Posted June 1, 2004 Quake is a real 3D engine Hense the 'killer' framerate I'd like to see a quake done quick smartphone version :) That would make me laugh Wolf3D is Psedo 3D so the smartphone will quite hapily bang it out at full speed. Something good is on the horizon and I'm gonna get it.
Guest djboo Posted June 3, 2004 Report Posted June 3, 2004 what quake needs to be fast is no FPU style maths, if u can port the engine to be integer based, maybe with less accuracy etc, itll fly. as soon as u go floating point (which quake does a lot) it all goes tits up on the spv. i dare say this is a bigger issue than a few small changes, but its whats needed to make quake fast.
Guest roozbeh Posted June 3, 2004 Report Posted June 3, 2004 i am working on port too the speed is somehow better but i will release it only if i get the high fps from it. not only floating point is problem but also there is lots of overhead code and unnecessary things there for example doom legacy is also is a lot slower than original doom but engines are same that is simply because of that unnecessary codes Posted from my SmartPhone!
Guest exosyphen Posted June 8, 2004 Report Posted June 8, 2004 Code overhead is one of the major Quake speed killers. rozbeeh ... my sourcecode for spvQuake is available, so it might be a good starting point and you could avoid some serious pitfalls. There is one nasty stuff. If you use up to much mem, you end up having to reflash you phone. I did it 4-5 times during development.
Guest djboo Posted June 8, 2004 Report Posted June 8, 2004 if u use too much mem u have to flash your phone? this sounds like a buffer overflow! eep!
Guest ultimasnake Posted June 9, 2004 Report Posted June 9, 2004 Wwow roozbeh are you also working on a quake port? when will you stop :|.. but won't you make 100% stable versions of all your great games atm? i would love to see a duke 3d with sound and all... man you rock.. i will make a site for you tonight like promised roozbeh .... i will put all your files there etc etc :D
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