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Thread: Castle Game Engine on Android and iOS, and "Darkest Before the Dawn" game release

  1. #11
    Tomb Raider Anniversary also had a bunch of dll's in its folder
    its installed in my pc already , there is no dll's around the exe except binkw32.dll (which used to decode videos streams). so yes 4mb contain all the stuff

  2. #12
    Quote Originally Posted by AirPas View Post
    remark ,i think its the only (disadvantage) for this engine
    the engine seems large in size , empty window = 4Mb ! , i think its too much , since some people inculding me having allergy against the app size.
    It is 4 MB for empty window, but grows only to 6.3 MB if you add all the 3D bells and whistles (and use CastleWindow without LCL). See e.g. http://michalis.ii.uni.wroc.pl/castl...1-04/win-i386/ for various exe sizes on Windows 32-bit. That's small for me, considering that game data may easily be 50-100 MB for small games and gigabytes for large games

    See also http://wiki.freepascal.org/Size_Matters for some arguments.

    IMHO, it's better to work on more compact data formats (like binary X3D, that loads faster, is much smaller and is even smaller when compressed). This can easily shave many MB from your game data size.

  3. #13
    Quote Originally Posted by de_jean_7777 View Post
    The problem I found with the game on my phone (Nexus S with CyanogenMod 10.2), is that I can't look and move at the same time. Like it does not support multi-touch, or simply is not intended to work that way. I don't have this problem with other games.
    Multi-touch is just not handled yet in the engine SVN. It will be done before release, and then indeed you will be able to look and move at the same time

    Quote Originally Posted by de_jean_7777 View Post
    Also, it ran only with the fastest setting, but the phone is limited I suppose with the amount of stuff I got installed.
    The beautiful/average/fastest options mainly change how much data we load to the GPU. Since GPU memory is quite limited on mobiles (but it also differs wildly between devices), I added this option. If only the fastest works, then probably other versions just don't fit into your GPU memory.

    BTW, I do plan to make this situation handled more gracefully, with some dialog saying "We didn't fit in your GPU, maybe try lower quality", and/or just automatically lowering the quality.

    The amount of stuff you have installed should not matter (although there is also a beta version that allows installing to sdcard on http://michalis.ii.uni.wroc.pl/~mich..._allow_sdcard/ ). Unless you have something GPU heavy running in the background.

  4. #14
    PGDCE Developer de_jean_7777's Avatar
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    Quote Originally Posted by michalis View Post
    Multi-touch is just not handled yet in the engine SVN. It will be done before release, and then indeed you will be able to look and move at the same time

    The amount of stuff you have installed should not matter (although there is also a beta version that allows installing to sdcard on http://michalis.ii.uni.wroc.pl/~mich..._allow_sdcard/ ). Unless you have something GPU heavy running in the background.
    Great that you're adding multi-touch support. Nothing GPU intensive running, but there are memory-intensive applications otherwise.
    Existence is pain

  5. #15
    PGD Staff / News Reporter phibermon's Avatar
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    Looking awesome guys keep up the good work!

    How many people do you have working on the engine code at the moment?
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  6. #16
    Quote Originally Posted by phibermon View Post
    How many people do you have working on the engine code at the moment?
    There are just two active engine developers Me (Michalis Kamburelis) and Jan Adamec.

    Also, 2 people are taking care of Debian packaging (which also results in Ubuntu packaging): Abou Al Montacir and Paul Gevers. Yes, our engine and tools are in Debian (http://packages.debian.org/sid/fp-un...le-game-engine and http://packages.debian.org/sid/view3dscene ).

    And there are people who test the SVN versions of the engine and/or view3dscene and provide useful bugreports and suggestions.

    More developers are always wanted Everything is public and open-source, and some ideas for help are on http://castle-engine.sourceforge.net/forum.php .

  7. #17
    PGD Staff / News Reporter phibermon's Avatar
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    Ah brilliant it's really not easy working at such a scale as I'm sure you can testify!

    I would very much like to work with other engine devs, I may submit some of your proposed developments at some point (you'd like a cocoa interface? why I have one right here. Hint : the GL3.2 implementation on OSX is buggy as hell, throw the specs out the window)

    Keep up the amazing work guys!
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

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