From: Sam S. <sam...@gm...> - 2007-04-20 14:22:29
|
I can answer a few: STL classes work fine on the Dreamcast (I use std::list and std::vector pretty heavily). The filesystem support works on the Dreamcast, but be aware of how the VFS on the Dreamcast works. The root of the VFS is divided up into different devices, ex: /cd = files from the CD /rd = files from the romdisk /vmu/a1 = files from the VMU in port A 1 /ram = files on the ramdisk A quick chdir at the top of your program is the best way to handle it. I usually do something like chdir("/rd"); at the top, and then make the rest of my file access use relative paths. As for Blender, there was a post recently on the KOS mailing list about importing / exporting models. I also have a custom import / export script in the DCBlap trunk source (in the blender folder), it's pretty easy to write a blender script for whatever you need, and then load it up in your code. OpenGL on the Dreamcast is pretty bare-bones, so you might run into a few features that aren't supported. Lua should be fine, as it's cross-platform. You should just be able to link the .lib file on Windows, and use the one included with KOS for the Dreamcast. Threading, the input event system, and Ogg playback work fine, however the Sound Effects objects don't work yet on the Dreamcast. I'll look into fixing them up this weekend, but in the meantime the sfx library in KOS works pretty much the same way. I don't think sound works at all on the SDL port. Good luck on your project! -Sam On 4/20/07, kidchaos en hotmail2 <kid...@ho...> wrote: > > > Hi again, > > Ok, now that I have a brief idea of the tiki environment, im going to list > the resources that we need for the development of our project (its a shmup > codenamed U3D), as i told before, the alpha demo was developed under > windows/directx9, but after some mettings with my partner, we have decided > to export the project to an open-source environment, I liked the Tiki > environment (more than SDL cross-plattform independency) and i expect that > testing on DC/KOS would be easy... i would appreciatte any comment about > supporting the following on Tiki and on KOS, regarding to the game engine > (from the gamasutra article "Enginuity") which is almost finished: > > - C++, STL(std:lists and std:maps), templates (for singletons) and > functionoids (for event handlers)? It should be ok as everything is > standard... > - Smart pointer support (like Tiki::refcnt, but with automatic > deallocation), seems ok... > - Threading: I dont want to use for now, but i saw that Tiki is > multithreaded,...I think it doesnt matter for now... > - File system support, does it work on a linux method (relative path > support for '//' and '\\')? Does it maps ok to the dreamcast? > - XML support? My project is using libexpat, but i saw that Kos has libxml > (do they work with callbacks?), so maybe i will have to make some changes > there... > - OpenGL: Right now my project is fully Directx9, so i will have to change > everything, the support for wrapper classes Tiki:vector3 and Tiki:matrix > seems fine to me... > - Trigger-event handler input and event management, seems it works ok... > - Lua: Already ported on Kos, Hope its not hard to port to tiki... > - jpg/png: support, Great! > - Ogg support, i think is enough... > - What about Mesh imports from Blender/3Dstudio? > - Forget anything important? > > I will appreciatte any comments, or problem regarding any of these > subjects > from any experienced developer :-) ... > > Regards > > @B^)> > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > cadcdev-tiki mailing list > cad...@li... > https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki > |