STK on OpenPandora

STK on OpenPandora

Postby heyda » 28 Feb 2013, 11:18

Some of you might know the OpenPandora game handhelt (newer ones 1GHz, 512MB Ram, OpenGL ES). Currently somebody is working on a port of STK:
http://boards.openpandora.org/index.php ... dora-1ghz/
Maybe somebody familar with the code and irrlicht internals might help?
heyda
 
Posts: 46
Joined: 02 Jan 2013, 11:18

Re: STK on OpenPandora

Postby hiker » 28 Feb 2013, 12:35

heyda {l Wrote}:Some of you might know the OpenPandora game handhelt (newer ones 1GHz, 512MB Ram, OpenGL ES). Currently somebody is working on a port of STK:
http://boards.openpandora.org/index.php ... dora-1ghz/
Maybe somebody familar with the code and irrlicht internals might help?

Then please contact us here, or me directly - I can't really monitor forums all over the place ;)

I had a quick read of the thread: Performance issue is most likely kart animations (unless you have disabled them, which you most likely should). And yes, bullet is of course FP intensive (all of STK and bullet uses single, except for one or two operations like a profiler, which shouldn't have much impact). If animations are disabled (and graphical details tuned down), next candidate could be ray casts in the physics (from memory).

Which version of irrlicht are you using? The ogl-es branch does (afaik) not work with ogles2, and I have seen problems in the rtt (minimap and icons are upside down, so a minor problem only).

And yes, I expect that most (if not all) tracks need to be redesigned to be less demanding.

Cheers,
Joerg
hiker
 
Posts: 1435
Joined: 07 Dec 2009, 12:15
Location: Melbourne, Australia

Who is online

Users browsing this forum: Google [Bot] and 1 guest

cron