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Port to the OUYA console #982

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Maescool opened this issue Sep 29, 2012 · 8 comments
Open

Port to the OUYA console #982

Maescool opened this issue Sep 29, 2012 · 8 comments

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@Maescool
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So, I backed the OUYA kickstarter project as a 'developer'.

I get early SDK access and the games i commit, get free promotion for a year, etc..

So.. i'll try to port Catacomb Snatch to the OUYA platform.
It's an android based game-console, that will come out by the beginning of next year.

check out their site at http://www.ouya.tv/ the kickstarter site: http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console

What do you guys think of it? i guess you all will like it? :)

Yes i've been idle for a while, but i feel the vibe again to give this project some attention again ;)

@Maescool
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An extra note:
By bringing it to OUYA, we'll have android support ;)

@spaceemotion
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Awsome - I was one of the first who saw it on Kickstarter I believe, it is gonna be a great console. By porting it over we will definitely get more users that are playing the game.
+1 for the idea!

@godleydemon
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well the question is should we create a new branch for the project or create a stand alone project on github? Of course there would be benefits to creating a standalone project as it wouldn't have to keep up with development, (even though its slow its still there) but we would eventually run into the problem that the OUYA game would end up out of date with the current builds of CS (especially with the much anticipated Multiplayer). Now what I would propose is a different branch so it would be easier to keep up to date on the current builds of CS. We'll also need to figure out how to make our new multiplayer functionality work with the OUYA and how that will all work out in the long run. It will bring more attention porting this to the console but we'll also have our work cut out for us (I think nows the time to start begging fellow programmers? lol) Anyways, I love the idea and I"ll keep up to date on the thread on the OUYA forums and keep people informed of whats going on.

@Maescool
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About OUYA I noticed that for android there is no lwgl support, we need to use the opengl api of android.
So i guess we'll need to speed up the screen abstraction process?

@godleydemon
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I think my major head scratching moment would be I thought at some point in time we opened the option up to opengl support in options. I could be mistake but I thought for sure I seen it there at some point in time. Would it be possible to use that if we have it for the api for android? or do we need to use a specific opengl?

@kylecbrodie
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That option was to tell the Java2D APIs to use OpenGL if it is available, because if we don't, it will choose whichever it thinks is best to use and that may not be hardware accelerated.

What we would have to do if we ported to android would be to rewrite the rendering code to use the OpenGL ES APIs in place of the current Java2D APIs because - correct me if I'm wrong because idk for sure - there aren't any Java2D APIs for android/embedded systems.

@godleydemon
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argles, so we're going to have to completely rewrite the rendering code.. crap.. lol. Well if we're going to have to rewrite the code we'll might as well make a new branch for CS: OUYA

@Maescool
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@godleydemon nope, we don't need to make a new branch for it..
We will need probably a seperate project for the andoid code, that will load in the full cs jar of this project..
but this project isn't yet ready for it.

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