#1 posted by Baker on 2016/05/24 00:17:54
I think the technical work you've done with this is very nice.
You don't state whether this is a hardware renderer (OpenGL like) or a software renderer (or both).
I know you used Apple's Metal Framework which also has a 2D API (AFAIK), so it could be used for transferring the software renderer to the buffer.
(If you've put a few months of technical work into something, taking another 5 minutes to upload a screenshot is usually worth it.)
#2 posted by
Izhido on 2016/05/24 02:28:00
I explained some of that in the repo's README.
The OS X and tvOS targets both use the software renderer from the engine, but present the rendered frames using Metal. I had no idea Metal had a 2D renderer; I just used a single quad covering the whole screen, with a texture. BTW, it's a 1-byte texture; conversion to RGBA actually occurs in the fragment shader itself (the palette itself is another texture), which speeds things up a bit.
For the iOS VR target, however, I'm actually using OpenGL ES. I had to; I'd prefer using Metal directly, but the Google Cardboard SDK forced my hand to use GL. Hm, now that I think about it, if I ever implement an iPad version, I could start working on a pure Metal renderer...
As for the screenshot, I expect to provide one soon for OS X, and possibly one for the iOS VR one - not sure if I can do that in a Apple TV :).
#3 posted by Baker on 2016/05/24 05:37:36
@Metal 2D - my mistake. In early summaries by 3rd party new sites it sounded like it would be all-encompassing framework for all graphics API.
OK, I'll Bite
#4 posted by
Jago on 2016/05/24 13:11:33
I actually have the new/current Apple TV. Exactly how controllable is it with the remote? :)
#5 posted by
Izhido on 2016/05/24 13:44:13
The Siri Remote? Barely. You shiuld be able to, but it can be really cimplex and tiring. And now that I got ahold of a proper game controller and was finally able to add support for it, it is now no longer recommended :) .
#6 posted by
Izhido on 2016/05/24 13:47:09
Should, complex. Writing on a phone can also be "cimplex" :D
#7 posted by anonymous user on 2016/05/26 06:21:58
Here are some screenshots from the OS X and iOS VR targets:
OS X:
- Running from Xcode, 320x200 :
http://imgur.com/XZCu2Eh
- Start screen, 2880x1800 (in *software mode* :O ) :
http://imgur.com/KWQDX9a
- Termination Central (e3m1), beginning, showing how awesome of a Quake player I am (at 27HP ;D ) :
http://imgur.com/KURM1sW
iOS VR:
- Running from Xcode in Simulator :
http://imgur.com/XZCu2Eh
(This last one makes no justice of the actual VR experience; one has to actually experience it to understand.)