I got it working-ish! |
by Buggy
on 08/09/2014 11:06, 5 messages, last message: 11/04/2014 11:38, 1779 views, last view: 04/15/2024 19:59 |
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So, remember that topic I posted a while back about running Sauerbraten on a Raspberry PI? You probably don't, no one cared about that apparently.
Well, I started working on it anyway, and I FINALLY got the source of that old Sauer Iphone port to compile on the PI. It took something like two weeks, but it finally at least compiles.
It just gives a "segmentation fault" but hey it compiles so I'm at least making progress!
Is there any interest in this whatsoever now that I'm not asking someone else to do it for me?
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#1: .. |
by Papriko
on 08/09/2014 12:36
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Well, I do not have a PI myself, but it sounds like a fun project.
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#2: .. |
by Buggy
on 08/10/2014 10:51
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Yeah, I'm thinking the PI community is going to like it too, there aren't a whole lot of 3d engines or fps shooters for the PI. And it being open source and having such a amazing level editor only helps.
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#3: Re: .. |
by suicizer03
on 08/10/2014 16:22, refers to #2
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I think you should focus especially on the editor as that would be pretty doable on some mobile phone.
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#4: OpenGL conversion |
by Meigus
on 10/31/2014 19:02
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While you could try converting the stuff to OpenGL ES, you may want to look at the Bananabread or whatever project, the in-web-browser one. While the code may not be useful in itself, it should cover lots of bootstrapping, which you could basically re-invent in C++/C for the Pi.
It may ironically be easier to see if you could force a lower-recognized version of OpenGL, like 2.1 or something, and then write a wrapper for that, as 3.x might have too many features for the Pi. (I'm not sure on that, because stuff like model/texture/etc loading has changed over time).
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#5: .. |
by aiueo
on 11/04/2014 11:38
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Why not cross-compilation for RPi? Waiting two weeks is suffering.
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