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

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  1. #1
    PGDCE Developer de_jean_7777's Avatar
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    I don't think a large size for an engine is that much of a problem, if the engine has a lot to give. And that might be possible to trim down even more (using strip I suppose).

    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. Also, it ran only with the fastest setting, but the phone is limited I suppose with the amount of stuff I got installed.
    Existence is pain

  2. #2
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    but how many people won't play a game because of that?
    i was talking from the programmer's perspective and not from the user , some users don't even know where is the exe

    in the end its just an opinion , i remember Tomb Raider Anniversary exe was 4Mb

  3. #3
    Quote Originally Posted by AirPas View Post
    in the end its just an opinion , i remember Tomb Raider Anniversary exe was 4Mb
    If my memory serves me correctly Tomb Raider Anniversary also had a bunch of dll's in its folder. So don't you think it is posible that one of them actually contained graphical engine?
    You see the size of the exe itself can't be used to tell the size of an app. You need to check the size of all binary files which include (graphical engine, sound engine, network engine, etc.).

    Do you know that empty LCL based Application build with Lazarus using default settings already use 4,2 MB of memory and that the exe is 14.1 MB in size?

  4. #4
    Quote Originally Posted by SilverWarior View Post
    Do you know that empty LCL based Application build with Lazarus using default settings already use 4,2 MB of memory and that the exe is 14.1 MB in size?
    yeah but that's with embedded debug info. without it my game.exe is 2.4MB using LCL and some other stuff

  5. #5
    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

  6. #6
    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.

  7. #7
    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

  8. #8
    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.

  9. #9
    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 .

  10. #10
    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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