kazade wrote:
Hah! That's my library!
ah... ok, cool (I probably mistook you for someone else with similar nickname, sorry)
Quite a pleasant surprise I must say!
Glad you've found it useful! Feel free to send me pull requests Github if you feel there is anything missing
well thanks. It would probably be nice to have more intersection routines (ray-cylinder, sphere-edge etc), frustum checks and so on, but would not it be too much to ask for?
Replacing square roots with faster ones might be a good idea though (at least for vector normalization). I use the first method from this great article:
http://www.codeproject.com/Articles/699 ... on-Precisi
111 wrote:
I'm considering porting my game engine to the DC, just wondered if you had any advice on the development process.

I see. Well then, some quick kgl notes:
1. Do not use immediate mode. I know this one is kinda obvious, but aside from this, you will also get near_z clipping issues.
2. Do not use lighting. It is slow and buggy (no disrespect to PH3NOM, it's just too much for a 200mhz cpu). But considering T&L is done entirely in software anyway, this is not really a significant lose.
3. You will definitely want to use compressed pvr textures. Be aware though, that there is minor issue with glTextureLoadPVR().
http://dcemulation.org/phpBB/viewtopic. ... 9&t=104054
4. If you bind at least one texture, you will be unable to disable texturing altogether (i.e. glDisable (GL_TEXTURE_2D) will not work). My workaround for this is applying white texture.
5. In case you was not aware, there is hardware support for order independent transparency. All you have to do is just enable\disable depth test and blending when needed and render whatever you want without worrying about visibility checks etc.
But you might as well just use pvr api instead, if you feel like it.
And you probably should not use c++ for various reasons.
PM me if you need more info about something from my "engine".