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Quake For OSX
This is a project I've been working on during the last few months, as a way to learn more about Apple hardware and platforms.

There are currently 3 targets: OS X (10.11 - El Capitan), tvOS (9.1 - Apple TV 4th gen.), and a special iOS target (9.3, iPhone-only) designed to be used with a Virtual-Reality viewer such as Google Cardboard (or similar). This last one, I'm really proud of how it looks and works, I simply can't stop talking about it.

Since I currently have no way to share final executables for any of the 3 targets, I'm afraid all I can do is to share the repo with you guys:

http://github.com/Izhido/Quake_For_OSX

The README.md contains instructions to build and run the 3 applications. I'm very interested in hearing any comments or suggestions about any of them.
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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.) 
 
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 :). 
 
@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 
I actually have the new/current Apple TV. Exactly how controllable is it with the remote? :) 
 
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 :) . 
 
Should, complex. Writing on a phone can also be "cimplex" :D 
 
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.) 
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