project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pelya

Pages: 1 [2]
16
User modifications / Re: UFO:AI Android port
« on: March 07, 2011, 05:59:52 pm »
I've made another build - nothing really new, just merged with master branch. Also GFX settings are automatically set to lowest, so it should give relatively many FPS (however the picture on screen sux).

17
User modifications / Re: UFO:AI Android port
« on: February 04, 2011, 06:51:45 pm »
I've made another build , details here

Edit: I've updated that build - now the mouse movement is relative, like with a laptop touchpad ,should be more comfortable to control it.

18
User modifications / Re: UFO:AI Android port
« on: February 01, 2011, 01:47:58 pm »
Hey. I've fixed most of bugs with empty textures, check out this build
When I'll have some time I'll assemble the "demo" version, with few maps and all textures resized to 256x256, so it won't require 800 Mb download.

EDIT: I've moved some statically-allocated data to heap, and managed to start the africa_small skirmish map, with this build - it occupied 270 Mb RAM after loading (and my device max capacity is near 300 Mb RAM). Texture and lightmap sizes were set to smallest, sounds were turned off.
Also I've moved game data to "Additional downloads" section in SDL menu, so you have to enable it manually, or download data by hand.

19
User modifications / Re: UFO:AI Android port
« on: January 28, 2011, 10:57:22 am »
To fix the controls click "Change device config" button at the startup, click "Mouse emulation" -> "Left mouse button" and select "Normal", or "Button", or whatever you like, you have to experiment with it a bit.
The default mouse click mode is configured for point-and-click games like ScummVM or Free Heroes 2, plus magnifying glass does not work with UfoAI 'cause it uses OpenGL (I might add some implementation using glCopyTexImage2D() for example)
Also people asked for a mouse control mode when touchscreen acts like laptop touchpad, I'll add that to SDL in a future.

20
User modifications / Re: UFO:AI Android port
« on: January 18, 2011, 09:22:12 am »
So, we DO have destructible surfaces?  :o

21
User modifications / Re: UFO:AI Android port
« on: January 17, 2011, 11:31:54 am »
So, did anyone succeed running this? I still cannot push to the Ufoai Git :( also I've found more bugs in my code, need time to fix them though.

rasterising a map, and allow to play it is imo a very big computation problem. No idea if it is possible.

That seem not that complicated if we'll just use OpenGL - from the map editor render each map tile to an off-screen surface or even to the screen (I mean big tile, like dropship or UFO), then get the resulting image and Z-buffer values using glReadPixels(). Then for each individual small tile, where soldiers will stand, check Z-buffer value and determine if there are any pixels that will cover the soldier, and also save that "visibility" images.
Then repeat for each floor level.
Those big tiles can be combined on-the-fly into an isometric game level just like you're doing that in 3D (but you'll have to combine "visibility" images on the tile borders, not that complicated too).

When rendering the soldiers there are two ways:

1. Draw the background to the near Z-Buffer plane. Then for each soldier, sorted from top to bottom:
    Disable Z-Buffer check.
    Render soldier 3-D model onto the background, so it will make a depth "hole" in Z-Buffer.
    Enable Z-buffer check
    Draw the "visibility" image with some alpha-blend value to the near Z-Buffer plane, that will make soldier model half-transparent but other background pixels will not change, because it will be applied only to a "hole" in Z-Buffer.
    This will also fill the "hole" in the Z-buffer, so when you'll render next soldier which will be close to the previous one the "visibility" image will not be applied twice on the first soldier.

2. Draw the background to the far Z-Buffer plane. Then for each soldier, sorted from top to bottom:
    Render soldier 3-D model normally.
    Call glAlphaFunc() so only non-transparent pixels will modify Z-Buffer.
    Draw the "visibility" image right before soldier with some alpha-blend value, that will make soldier model half-transparent, but will not change background pixels 'cause they have the same value.
    If two soldiers will stand near each other the "visibility" image from the second one may be applied to the first one, and this will create drawing artifacts.

That sounds easy, but require lot of developer time and small details sorted out.

Edit: I've made another build, with slightly less memory usage - it uses just 170 Mb with loaded main menu.

22
User modifications / UFO:AI Android port
« on: January 13, 2011, 06:40:32 pm »
A port of UFO:AI to Android mobile platform.
Google Play page
Android package file

You will need 1Gb RAM on your device (you'll get a warning if you have less), also it will download 1Gb data on the first launch.

Pages: 1 [2]