Crystal Space
Welcome, Guest. Please login or register.
October 19, 2017, 10:22:08 am

Login with username, password and session length
Search:     Advanced search
9063 Posts in 2051 Topics by 77256 Members
Latest Member: Hingstj7
* Home Help Search Login Register
  Show Posts
Pages: [1]
1  Crystal Space Project Development / Development Discussion / Re: iPhone on: December 30, 2008, 10:24:05 pm
I am working on a game for the iphone, mac, and pc and would like to use crystal space. However, the iphone is not a supported crystal space platform. I have some experience with C++ and Objective-C. Can anyone let me know what I might do to make crystal space work on the iphone? Since it works on OS X, I feel like there would only be a few implementation differences because of the different interface. Can anyone point me in the right direction?

I'd start by trying to compile Smiley Report any compile errors in a trac ticket. I might be getting an iphone soon so I'll probably give this a go.
2  Crystal Space Development / General Crystal Space Discussion / Re: Perpetual world loading? on: December 30, 2008, 10:18:52 pm
Persistent, Perpetual World - The main game world generally does not have load times when traveling, as the graphics are generated seamlessly. Think MMORPG, though this project is not an MMO.

I'm creating a single-player sandbox RPG that mimics the interface and general feel of an MMORPG, and I'd like to have full worlds that require no obvious loading beyond the initial startup one. Can CS do this easily?

Yes it can do this pretty easily. Currently there's a threaded loader (In CS 1.9) which can background load for you, but you'd have to provide your own loading logic to feed it the right data at the right time.
There's projects using CS which do this (for the features that they need), so you could look at those (you should be able to easily pull out the code into your own project) if you don't want to write your own logic for when to load.
Or just use those for reference.

One is at:

The PrecacheData method allows you to feed it data about your world (maybe at program startup),  then you call UpdatePosition with your world position and it loads/unloads everything for you by magic.
It's pretty new code and fairly untested so it might be a bit buggy, but it should give you a good idea.

I don't know the details or url offhand for the other approach that Peragro (another project) uses, but it'd be worth looking at that also.
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 3.198 seconds with 17 queries.