Scruffy3D Released!

Remember the discussion about SDL/Mac App Store? Well, here’s the result:

http://itunes.apple.com/us/app/scruffy3d/id450641186?mt=12&uo=4

(It’s an itunes link but the game is on the mac app store. 3D
platformer featuring 16 levels, day/night, bosses, neat effects, all for
$2.99, a steal :slight_smile: )

This is, of course, made in dim3, my open source and free 3D development
environment, which will soon be ported to iPads thanks to SDL 1.3 :slight_smile:

Ryan, have an OS X machine? Send me some personal email and I’ll send
you a promo code to thank for all your work with SDL 1.3.

… and here’s a reminder about getting relative mouse working :slight_smile:

[>] Brian

Hello !

Remember the discussion about SDL/Mac App Store? Well, here’s the result:

http://itunes.apple.com/us/app/scruffy3d/id450641186?mt=12&uo=4

(It’s an itunes link but the game is on the mac app store. 3D platformer featuring 16 levels, day/night, bosses, neat effects, all for $2.99, a steal :slight_smile: )

This is, of course, made in dim3, my open source and free 3D development environment, which will soon be ported to iPads thanks to SDL 1.3 :slight_smile:

Ryan, have an OS X machine? Send me some personal email and I’ll send you a promo code to thank for all your work with SDL 1.3.

… and here’s a reminder about getting relative mouse working :slight_smile:

Great to hear that there is a game which uses SDL in the App Store.

CU

Congrats :smiley:

We’re likely to port our game SDL to iOS in the near future, after I’m done
with Android. Don’t suppose you’d mind answering a few questions when the
time comes?

WilliamOn 28 July 2011 00:53, Brian Barnes wrote:

Remember the discussion about SDL/Mac App Store? Well, here’s the result:

http://itunes.apple.com/us/**app/scruffy3d/id450641186?mt=**12&uo=4http://itunes.apple.com/us/app/scruffy3d/id450641186?mt=12&uo=4

(It’s an itunes link but the game is on the mac app store. 3D platformer
featuring 16 levels, day/night, bosses, neat effects, all for $2.99, a steal
:slight_smile: )

This is, of course, made in dim3, my open source and free 3D development
environment, which will soon be ported to iPads thanks to SDL 1.3 :slight_smile:

Ryan, have an OS X machine? Send me some personal email and I’ll send you
a promo code to thank for all your work with SDL 1.3.

… and here’s a reminder about getting relative mouse working :slight_smile:

[>] Brian
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No problem!

So far, I haven’t really had any trouble, but I’ve only run on the
simulator. Compiling SDL 1.3 -> iOS just worked with the trunk. I
don’t use anything but SDL proper, I compile my own libPNG, etc., so
that part might be a problem. My test app (which test my libraries)
seems to work fine.

The biggest deal was just replacing all the non ES 1 (sticking with ES 1
for now as it more closely resembles my code as dim3 has a built in
fixed function path for computers that don’t support shaders, ES 2 in
the future.) And handling things like I had VBOs with UNSIGNED_INT
indexes, and had to split some of them up to fit in UNSIGNED_SHORT, etc.

Since you are already on Andriod, that part should be cake.

One nice thing about iOS OpenGL ES development (and maybe this is the
same for andriod, it would be nice to know as a couple people have
talked about porting dim3 to android), is that Apple “extended” OpenGL
ES to include things it didn’t have – like mapping VBOs (something I’d
hate to lose) and FBOs.

[>] BrianOn 7/27/2011 11:47 PM, William Dyce wrote:

Congrats :smiley:

We’re likely to port our game SDL to iOS in the near future, after I’m done
with Android. Don’t suppose you’d mind answering a few questions when the
time comes?

William

Yeah, already had to switch to 1.3 & turn off gles2.0. What environment do
you use? I don’t actually own a Mac of any description so i may need to buy
one. I’d rather use somethimg like Hackintosh though if I can manage. Not
exactly rolling in it…On 28 July 2011 23:12, Brian Barnes wrote:

On 7/27/2011 11:47 PM, William Dyce wrote:

Congrats :smiley:

We’re likely to port our game SDL to iOS in the near future, after I’m
done
with Android. Don’t suppose you’d mind answering a few questions when the
time comes?

William

No problem!

So far, I haven’t really had any trouble, but I’ve only run on the
simulator. Compiling SDL 1.3 -> iOS just worked with the trunk. I don’t
use anything but SDL proper, I compile my own libPNG, etc., so that part
might be a problem. My test app (which test my libraries) seems to work
fine.

The biggest deal was just replacing all the non ES 1 (sticking with ES 1
for now as it more closely resembles my code as dim3 has a built in fixed
function path for computers that don’t support shaders, ES 2 in the future.)
And handling things like I had VBOs with UNSIGNED_INT indexes, and had to
split some of them up to fit in UNSIGNED_SHORT, etc.

Since you are already on Andriod, that part should be cake.

One nice thing about iOS OpenGL ES development (and maybe this is the same
for andriod, it would be nice to know as a couple people have talked about
porting dim3 to android), is that Apple “extended” OpenGL ES to include
things it didn’t have – like mapping VBOs (something I’d hate to lose) and
FBOs.

[>] Brian
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SDL at lists.libsdl.org
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A Mac running XCode is the only way to make an app for the iOS appstore, you also need an iOS device for testing of course… when you develop for Apple operating systems, you buy their hardware, and
yes it has rather significant price to consider.

As I see it, around $1000 for a Macbook (or a Mac Mini + monitor and peripherals) and $700 for an iPad2 (16GB wifi with a few addons), you may find need to purchase additional iOS devices to broaden
your range of testing; angry users once it hits the appstore are a serious problem from what I gather.

I find it amusing that developers always complain more about the price of a Mac for development than the Mac users do - of course I am no exception :)On 07/28/2011 09:51 PM, William Dyce wrote:

Yeah, already had to switch to 1.3 & turn off gles2.0. What environment do you use? I don’t actually own a Mac of any description so i may need to buy one. I’d rather use somethimg like Hackintosh
though if I can manage. Not exactly rolling in it…

On 28 July 2011 23:12, Brian Barnes <ggadwa at charter.net <mailto:ggadwa at charter.net>> wrote:

On 7/27/2011 11:47 PM, William Dyce wrote:

    Congrats :D

    We're likely to port our game SDL to iOS in the near future, after I'm done
    with Android. Don't suppose you'd mind answering a few questions when the
    time comes?

    William


No problem!

So far, I haven't really had any trouble, but I've only run on the simulator.  Compiling SDL 1.3 -> iOS just worked with the trunk.  I don't use anything but SDL proper, I compile my own libPNG,
etc., so that part might be a problem.  My test app (which test my libraries) seems to work fine.

The biggest deal was just replacing all the non ES 1 (sticking with ES 1 for now as it more closely resembles my code as dim3 has a built in fixed function path for computers that don't support
shaders, ES 2 in the future.)  And handling things like I had VBOs with UNSIGNED_INT indexes, and had to split some of them up to fit in UNSIGNED_SHORT, etc.

Since you are already on Andriod, that part should be cake.

One nice thing about iOS OpenGL ES development (and maybe this is the same for andriod, it would be nice to know as a couple people have talked about porting dim3 to android), is that Apple
"extended" OpenGL ES to include things it didn't have -- like mapping VBOs (something I'd hate to lose) and FBOs.


[>] Brian
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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

That’s normal: we don’t necessarily want to actually use it, just compile
for it so we can cash in on the people rich enough to afford it :stuck_out_tongue:
Not sure how I can afford any of that unless my work cover it. Well, if they
want a Mac port they’ll have to ;)On 29 July 2011 15:53, Forest Hale wrote:

A Mac running XCode is the only way to make an app for the iOS appstore,
you also need an iOS device for testing of course… when you develop for
Apple operating systems, you buy their hardware, and yes it has rather
significant price to consider.

As I see it, around $1000 for a Macbook (or a Mac Mini + monitor and
peripherals) and $700 for an iPad2 (16GB wifi with a few addons), you may
find need to purchase additional iOS devices to broaden your range of
testing; angry users once it hits the appstore are a serious problem from
what I gather.

I find it amusing that developers always complain more about the price of a
Mac for development than the Mac users do - of course I am no exception :slight_smile:

On 07/28/2011 09:51 PM, William Dyce wrote:

Yeah, already had to switch to 1.3 & turn off gles2.0. What environment do
you use? I don’t actually own a Mac of any description so i may need to buy
one. I’d rather use somethimg like Hackintosh
though if I can manage. Not exactly rolling in it…

On 28 July 2011 23:12, Brian Barnes <ggadwa at charter.net <mailto: ggadwa at charter.net>> wrote:

On 7/27/2011 11:47 PM, William Dyce wrote:

   Congrats :D

   We're likely to port our game SDL to iOS in the near future, after

I’m done
with Android. Don’t suppose you’d mind answering a few questions
when the
time comes?

   William

No problem!

So far, I haven’t really had any trouble, but I’ve only run on the
simulator. Compiling SDL 1.3 -> iOS just worked with the trunk. I don’t
use anything but SDL proper, I compile my own libPNG,
etc., so that part might be a problem. My test app (which test my
libraries) seems to work fine.

The biggest deal was just replacing all the non ES 1 (sticking with ES
1 for now as it more closely resembles my code as dim3 has a built in fixed
function path for computers that don’t support
shaders, ES 2 in the future.) And handling things like I had VBOs with
UNSIGNED_INT indexes, and had to split some of them up to fit in
UNSIGNED_SHORT, etc.

Since you are already on Andriod, that part should be cake.

One nice thing about iOS OpenGL ES development (and maybe this is the
same for andriod, it would be nice to know as a couple people have talked
about porting dim3 to android), is that Apple
"extended" OpenGL ES to include things it didn’t have – like mapping
VBOs (something I’d hate to lose) and FBOs.

[>] Brian
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http://lists.libsdl.org/**listinfo.cgi/sdl-libsdl.orghttp://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/**
darkplaces http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged
demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

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