01/02/2010, 06:01 AM
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#1 (permalink) |
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Developer
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A fully functional Quake is available in Preware.
This one is courtesy of dtzWill and myself. Video is at YouTube - webosinternals's Channel ... The wiki page is at http://www.webos-internals.org/wiki/Application:Quake including a nice diagram of the keymap from jack87. -- Rod
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WebOS Internals and Preware Founder and Developer You may wish to donate by Paypal to donations @ webos-internals.org if you find our work useful. All donations go back into development. www.webos-internals.org twitter.com/webosinternals facebook.com/webosinternals Last edited by rwhitby; 01/03/2010 at 04:03 AM. Reason: Updated now that it is fully-functional. |
01/02/2010, 06:17 AM
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#3 (permalink) |
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Homebrew Developer
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Most awesome, it works rather well too!
From a technical standpoint, what's stopping it's playability right now? I noticed that it crashes upon starting a new game, so perhaps it's something to do with the initialization for loading the intro map or the player control mechanics? Or even the teleporter particles being too much for it to handle, any ideas? /ramble
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webOS Ports' UI Architect & luna-sysmgr guru. |
01/02/2010, 06:22 AM
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Just needs a bit of time but it sure is hopeful i am excited
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MatterOfFactJack |
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01/02/2010, 06:29 AM
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Homebrew Developer
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Note: I'm dtzWill who did the porting work.
The crash on level start has already been fixed, I'll push it after I get some sleep sorry .The keybindings presently are the biggest issue, and it seems to be non-trivial (see sdldoom's keybinding situation). And, of course, there could be all kinds of other things since being unable to move makes testing difficult .
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01/02/2010, 07:23 AM
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Homebrew Developer
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HaPe |
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01/02/2010, 09:21 AM
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Member
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anyway great work PS: now where is the gnuboy port with romselector and launcher?
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01/02/2010, 10:58 AM
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#15 (permalink) |
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Member
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Not sure how helpful this is, but the maemo/beagleboard guys have gotten Quake 1/2/3 working HW accelerated by using the nanoGL wrapper contained in the source packages here. Might be worth a look.
Edit: Wow it's nearly impossible to find source code or documentation for a lot of this OpenGL -> OpenGLES porting stuff. Last edited by Leathal; 01/02/2010 at 11:06 AM. |
01/02/2010, 11:25 AM
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#17 (permalink) |
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Homebrew Developer
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It seems to have come out fairly well on the iPhone, and seeing as we have a real keyboard I think we have something of an advantage. Perhaps strafe and jump mapped to the keyboard and aiming/ shooting mapped to sliding/tapping the touchscreen?
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webOS Ports' UI Architect & luna-sysmgr guru. |
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