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Controls for armagetron advanced
Controls for armagetron advanced












controls for armagetron advanced
  1. Controls for armagetron advanced how to#
  2. Controls for armagetron advanced install#
  3. Controls for armagetron advanced Patch#
  4. Controls for armagetron advanced code#
  5. Controls for armagetron advanced download#

Controls for armagetron advanced code#

gArmagetron.cpp is where the main() function is at, and it was just a matter of hacking out the normal display init function (sr_InitDisplay()) that would take place and replacing it with the OpenGL ES initialization code for the Pi. Fortunately I've done some Armagetron programming before so I had a rough idea of what I was doing there. Hello GLU!)Īfter learning how OpenGL ES worked on the Pi, the next issue was transplanting that into Voodoo's Armagetron code. (It isn't part of OpenGL, and is definitely not part of OpenGL ES. The critical pieces are establishing the EGL context, initializing SDL solely for input, and re-implementing the gluPerspective function.

controls for armagetron advanced

Fortunately I already knew some OpenGL from my work on Androgetron, which while not Armagetron, did use OpenGL ES under Java. Documentation there is surprisingly thin on the ground, but eventually I cobbled together a simple bouncing cube program that had all the essentials.

Controls for armagetron advanced how to#

The first step was to learn how to do OpenGL ES on the Pi.

  • Porting all of the OpenGL ES changes, including Voodoo's work, to the 0.2.8.3.2 code base.
  • Bug fixes to deal with the graphics going mental under OpenGL ES and then.
  • Changes so that it would compile with the Pi's implementation of OpenGL ES.
  • My changes can be broken down into three categories: 5 years old from now, 2 years older than 0.2.8.3.2, which is the newer code version I had to port his OpenGL ES work as the final step to producing something I could share. Unfortunately for us, Voodoo did all his work on a fairly old version of 0.2.8.

    Controls for armagetron advanced Patch#

    I downloaded that and wrote a patch on top of it to work with OpenGL ES on the Raspberry Pi and link with the Broadcom libraries.

    controls for armagetron advanced

    Apple does not like open source, but Voodoo does, so he made most of his work available, fortunately for us. He actually succeeded, but was unable to release the game for performance and licensing issues. The work was part of a project to get Armagetron running on the iPhone. Related, sure, but not quite the same thing. This was a translation of the directions of what the pictures on the screen should look like from say Italian to Spanish. As I mentioned in the introduction, Voodoo ported the game's OpenGL to OpenGL ES. I'll explain what I've done in general and then move onto some more specific details. Wouldn't we all? I mean, what are we here for man? What's the meaning of life? Oh, you meant the code? Sure. But when it's done you can now run the version you yourself compiled!. configure that specifies the appropriate code optimizations for the Pi.

    Controls for armagetron advanced download#

    Debian doesn't have a default way to do this but a kindly fellow has written a script for it, which we can download and run: wget Īt this point we can extract the code, enter the Armagetron directory, and it's compile's away! I've created a script to replace the standard. In order to take advantage of it we need to tell the system to use it though.

    controls for armagetron advanced

    The latter produces slightly better code and we want all the help we can get. Correct, that makes sure the bare minimum for compiling is installed and also pulls in the newer version of GCC and friends. The eagle eyed among you may have noticed build-essential and g++-4.7 in there and those aren't libraries. This installs the headers and libraries needed to compile Armagetron.

    Controls for armagetron advanced install#

    sudo apt-get install build-essential g++-4.7 libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libxml2-dev automake This is a good start, but we need a bit more. By default GCC, the compiler, is already installed with Rasbian. This time you definitely need to install things. So you want to start out from scratch eh? Try not to crash! If the graphics are frozen once you start the match, check your memory split. Go to "Play Game" "Local Game" to get started! Z turns left, X turns right. There you go! The first time the game runs it will ask about language. At this point you're practically set to run! What comes next is what you'll have to do every time. Hopefully that will have produced a list of "is already on the newest version" and so you may proceed onto the next step, which is extracting the game: tar jxvf armagetronad-0.2.8.3.2_2Ī bunch of text looking like a file listing should have just flashed past. However, if by some chance they are not, the first step would be to install them: sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-mixer1.2 libxml2 As far as I know, all the libraries needed by Armagetron are installed by default. Not so much installation as running the software. A bit more direction to help get started.














    Controls for armagetron advanced