![]() Being able to edit, build, deploy, and debug for all platformsĪll within a single IDE was a dream compared to messing with Makefiles and GDB or having to Having all the platforms in one Visual Studio project made it easy to keep the other AndroidWorks made it extremely simple to add a 4th platformįor Android. It used a single solutionįor all 3 platforms (PC, PS3, 360). AndroidWorksĭoom 3 BFG Edition was originally developed using Visual Studio 2010. We also had to dynamically fetch the OpenGL entry points at startup (using eglGetProcAddress) since they cannot be statically linked on Android. The only thing we had to do was switch from using WGL (the Windows GL interface) to using EGL (the Embedded GL interface). There are no changes to the renderer from Support full OpenGL, porting that over was trivial. ![]() ![]() The Doom 3 BFG Edition renderer was using OpenGL on the PC, and since the Tegra K1 and X1 chips This article highlights some of thing things that went right as well as wrong. ![]() NVIDIA worked with id Software and Bethesda to bring it to the SHIELD Doom 3 BFG Edition is a re-mastered version of Doom 3 for the Xbox 360, PS3, and PC that was ![]()
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