He just ported it. It doesn't necessarily run the quickest. I haven't tried (too busy getting that ray casting thing running faster), so I'm not sure. I have gotten the ray casting demo integrated into my code base and running a couple frames per second faster using some nicer textures .
He just ported it. It doesn't necessarily run the quickest. I haven't tried (too busy getting that ray casting thing running faster), so I'm not sure. I have gotten the ray casting demo integrated into my code base and running a couple frames per second faster using some nicer textures .
Might not be Doom, but that's the general style of game I'm shooting for. I have mine running at about 27fps now and I'm sure I can get it running faster. There are also some glitches in collision detection that need fixing. And the whole thing is messy (you can tell that the original author of the C# code was a C++ coder for sure). But we'll see how long until I'm able to show a nice video of it.
Might not be Doom, but that's the general style of game I'm shooting for. I have mine running at about 27fps now and I'm sure I can get it running faster. There are also some glitches in collision detection that need fixing. And the whole thing is messy (you can tell that the original author of the C# code was a C++ coder for sure). But we'll see how long until I'm able to show a nice video of it.
Well it's definatly alot of progress in a short amount of time. Wether it's Doom or an origional game, an FPS-type game using this Ray Casting engine would be immediatly popular.
The gameboy emulator should be portable as well, There will be a bit of work that needs to be done be there.
The core of the problem is that if you want to set data in a zune texture you need to use the type Color, the NES emulator and this emulator seem to be using uint [or short] which doesn't get the same output color wise on the zune as it does on windows.
From the tests i did it appears that if you do not use color you get no output, while if you do use Color (specifically in)
Code:
TextureName.SetData<Color>( ect..
then things work. I could be wrong there might be other ways to get things working, this is just what i have found.
The gameboy emulator should be portable as well, There will be a bit of work that needs to be done be there.
The core of the problem is that if you want to set data in a zune texture you need to use the type Color, the NES emulator and this emulator seem to be using uint [or short] which doesn't get the same output color wise on the zune as it does on windows.
From the tests i did it appears that if you do not use color you get no output, while if you do use Color (specifically in)
Code:
TextureName.SetData<Color>( ect..
then things work. I could be wrong there might be other ways to get things working, this is just what i have found.
I think the biggest problem would be getting the zune to reconize the ROM's to play. Unless, you somehow 'prepackaged' the emulator with one ROM and released it at one game at a time. Like, Emulator + Pokemon Game = One release, or something.
I think the biggest problem would be getting the zune to reconize the ROM's to play. Unless, you somehow 'prepackaged' the emulator with one ROM and released it at one game at a time. Like, Emulator + Pokemon Game = One release, or something.
You can just drop the rom files in the content folder, set their build action to none, and to copy them to the output folder if newer.
Although it will take a while to copy the rom files over to the zune i believe.