Jump to content
  • Advertisement
  • entries
    207
  • comments
    220
  • views
    227595

Continuing iPad 10FF

Sign in to follow this  
gdunbar

745 views

Back from vacation. Sadly still no visible progress. I've done a fair amount of code replacement, replacing Windows-specific code with platform-independent versions of the same code:

  • Replaced D3DX math code with CML math code (http://cmldev.net/).
  • Replaced D3DX model-loading code with AssImp model-loading code (http://assimp.sourceforge.net/index.html).
  • Replaced D3DX particle code (ID3DXSprite) with my own sprite code.

    It all works on Windows, and should all work just fine on iOS. Next piece is the model rendering code. Luckily my rendering is pretty simple, so I'm not too worried, but it's still a big change.

    Hopefully next time, I'll at least be rendering 10FF models in the iPad simulator.
Sign in to follow this  


3 Comments


Recommended Comments

Black-Rook, good question. The new pathfinding code is pretty nice, so you might appreciate that. The rendering code is all changed, and needs testing, but doesn't do anything different for you, the player. I was sort of hoping to add some more new stuff before releasing the next version. What do you think... would a new release with just the new pathfinding code be worth it?

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!