[SDL] Scruffy3D Released!

William Dyce wilbefast at gmail.com
Thu Jul 28 23:43:05 PDT 2011


That's normal: we don't necessarily want to actually use it, just compile
for it so we can cash in on the people rich enough to afford it :P
Not sure how I can afford any of that unless my work cover it. Well, if they
want a Mac port they'll have to ;)

On 29 July 2011 15:53, Forest Hale <havoc at ghdigital.com> wrote:

> A Mac running XCode is the only way to make an app for the iOS appstore,
> you also need an iOS device for testing of course...  when you develop for
> Apple operating systems, you buy their hardware, and yes it has rather
> significant price to consider.
>
> As I see it, around $1000 for a Macbook (or a Mac Mini + monitor and
> peripherals) and $700 for an iPad2 (16GB wifi with a few addons), you may
> find need to purchase additional iOS devices to broaden your range of
> testing; angry users once it hits the appstore are a serious problem from
> what I gather.
>
> I find it amusing that developers always complain more about the price of a
> Mac for development than the Mac users do - of course I am no exception :)
>
>
> On 07/28/2011 09:51 PM, William Dyce wrote:
>
>> Yeah, already had to switch to 1.3 & turn off gles2.0. What environment do
>> you use? I don't actually own a Mac of any description so i may need to buy
>> one. I'd rather use somethimg like Hackintosh
>> though if I can manage. Not exactly rolling in it...
>>
>> On 28 July 2011 23:12, Brian Barnes <ggadwa at charter.net <mailto:
>> ggadwa at charter.net>> wrote:
>>
>>    On 7/27/2011 11:47 PM, William Dyce wrote:
>>
>>        Congrats :D
>>
>>        We're likely to port our game SDL to iOS in the near future, after
>> I'm done
>>        with Android. Don't suppose you'd mind answering a few questions
>> when the
>>        time comes?
>>
>>        William
>>
>>
>>    No problem!
>>
>>    So far, I haven't really had any trouble, but I've only run on the
>> simulator.  Compiling SDL 1.3 -> iOS just worked with the trunk.  I don't
>> use anything but SDL proper, I compile my own libPNG,
>>    etc., so that part might be a problem.  My test app (which test my
>> libraries) seems to work fine.
>>
>>    The biggest deal was just replacing all the non ES 1 (sticking with ES
>> 1 for now as it more closely resembles my code as dim3 has a built in fixed
>> function path for computers that don't support
>>    shaders, ES 2 in the future.)  And handling things like I had VBOs with
>> UNSIGNED_INT indexes, and had to split some of them up to fit in
>> UNSIGNED_SHORT, etc.
>>
>>    Since you are already on Andriod, that part should be cake.
>>
>>    One nice thing about iOS OpenGL ES development (and maybe this is the
>> same for andriod, it would be nice to know as a couple people have talked
>> about porting dim3 to android), is that Apple
>>    "extended" OpenGL ES to include things it didn't have -- like mapping
>> VBOs (something I'd hate to lose) and FBOs.
>>
>>
>>    [>] Brian
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>>
>>
>>
>>
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>
>
> --
> LordHavoc
> Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/**
> darkplaces <http://icculus.org/twilight/darkplaces>
> Co-designer of Nexuiz - http://alientrap.org/nexuiz
> "War does not prove who is right, it proves who is left." - Unknown
> "Any sufficiently advanced technology is indistinguishable from a rigged
> demo." - James Klass
> "A game is a series of interesting choices." - Sid Meier
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