I am interested in building a game to run on the Atari Mint which doesn't have a graphics card. Therefore, I was wondering if it was possible to run code that uses the SDL_Renderer on the Atari Mint that does not have a graphics card?
ANSWER: The platform was the Atari Mint and it is currently not supported
SEE: https://wiki.libsdl.org/Installation#Supported_platforms
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I am thinking about developing a game engine in which I can make games for android and other mobile platforms and I have no clue for it.I just see tutorials for making game engine just for one specific platform and have not found any tutorials for making a game engine for various kinds of platforms!.please give me some clues for it
I recommend you read Game and Graphics Programming for iOS and Android with OpenGL ES 2.0, if you really want to make game engine for Android. His projects sample is too old and written on Eclipse (which is deprecated by Google for Android development), it take me a lot of time to convert his old project to Android Studio. His source code is very small but run smoothly on new devices. His project also include iOS XCode project too, but also some minor modify to migrate older XCode to newer. Two Android and iOS projects sharing ~ 95% C source code (truly cross-platform) and some platform code (Java for Android and Objective-C for iOS but it just only ~ 5%).
I am also recommend you consider use OpenGL ES graphic API for cross-platform game engine instead of using multiple graphic API, because you can use Google ANGLE project to convert OpenGL ES graphic API to native API for other devices like DirectX (Windows PC, Windows Phone), Metal (MacOS, iOS), Vulkan, Desktop OpenGL just one code base. The most successful game engine base on OpenGL ES API is Godot Engine. One of the most the popular project using ANGLE is Google Chrome.
In 2014, Apple announce they deprecated OpenGL ES for their Metal API (but I am tested OpenGL ES project still run on new iOS 13), so only choice if using OpenGL ES is ANGLE. If you want to follow ANGLE Metal you can follow here
Initialize when Microsoft create Windows Runtime (Windows Store, Windows Phone) is just support DirectX, but they also create tutorial for ANGLE to convert OpenGL ES to DirectX, see tutorial here
I am trying to develop an application with HiKey 96 Board. ARM DS-5 claims to support any board with an ARM based SoC. Does it support the HiKey board? In general, how do I find if ARM DS-5 supports a board?
DS-5 needs some glue logic to support any development board.
DS-5 ships with this glue logic for the boards listed in supported devices. In other words, DS-5 should work out-of-box with these boards.
If the board is not listed, then check if DS-5 supports the processor in the board. Processors supported are listed here. If DS-5 supports the processor inside a board, then DS-5 can be made to work with that board, provided glue logic can be created.
As of now, DS-5 does not have built-in support for HiKey board. However, DS-5 supports Cortex-A53, the processor in the HiKey board.
I'm getting started with OpenGL and decided to go with OpenGL 2.1. The reason I want to do this is, because it's easier and I want my programs to be compatible with old hardware. However I don't know if I can get a compatibility profile in linux.
Can I get OpenGL 2.1 program working in a linux machine with mesa (let me be more specific there, a mesa's version that implements the OpenGL 3.x+)?
If not, using OpenGL 2.1 makes my programs being less compatible with new hardware (in linux)?
Don't know what to do here. Any help is apreciated
I am a Linux developer.
OpenGL 2.1 has no concept of compatibility profiles; that only appears in OpenGL 3.x+, where using the compatibility profile adds back the features that were removed.
If you request an OpenGL 2.1 context and you get it, you're all set. And yes, Mesa supports OpenGL 2.1.
Using an old version of GL could, in theory, make your program incompatible with a driver that only supports OpenGL 3.1+ with only the core profile. In practice though, virtually every desktop GPU driver still supports old OpenGL.
I am developing an app using Intel XDK and Angularjs. I want the app to be available on as many platforms as possible including Android, iOS, and Windows. I also want interactive 3D graphics in my app. Is it possible to have all of this?
I have looked into the App Gaming Interface (AGI) that comes with Intel XDK but it uses 2D graphics.
I have also looked into Marmalade Web but I did not see any documentation, tutorials, or examples that display interactive 3D graphics.
You might want to investigate the use of some game engines to provide your 3D graphics. You are probably going to need WebGL to get respectable performance and the 3D graphics you need. That means you will be limited to only the newest devices.
On Android you can use the Crosswalk build system and it will include a runtime that includes a very capable WebGL subsystem that will work on Android 4.x (and above) devices. For other systems you must work with the WebView that is provided on the target (the embedded browser cannot be replaced). Thus, you will be restricted to iOS 8 and Windows 8.1 Phone devices.
The App Gaming Interface in the XDK has been officially deprecated and is not being further developed. This is due to the excellent support for canvas and WebGL in Crosswalk for Android and the new support for WebGL and improved JavaScript performance in the new WKWebView that is part of iOS 8.
I recently installed VC++ 6.0 on an old machine with Windows 95. On Windows 95 there is a 3D maze screensaver made with OpenGL but the computer doesn't have a 3D video card. I would like to know how I can make 3D graphics like in the 3D maze for no 3D video cards.
If you know of a good tutorial or book, I would be happy with your suggestion.
OpenGL, if no dedicated 3D hardware is available, can render the graphics on the CPU. You might have noticed that, while the screensaver is running, CPU usage gets pretty high.
If you want to learn more about OpenGL, the I would recommend that you take a look at https://stackoverflow.com/q/62540/1103747.
My personal favorite is the OpenGL Superbible. But as a suggestion, if you want to learn 3D graphics and your target OS is Windows, I think that you should study something else (WPF, DirectX, XNA, etc). Obviously you will probably want to upgrade from Windows 95.
Many 3D games were written with graphics provided by software. Both Open GL and Direct 3D have modes that allow for software rendering.
The original version of Half Life can run without graphics hardware and this was one of the reasons for its success.
Back when Windows 95 was current, very few machines had graphics cards with 3D accelerators and so this was how PC games worked.
The demo is actually a raycaster. It's the same tech that is used in Wolfenstein, and Doom 1/2.
More info here: http://en.wikipedia.org/wiki/Ray_casting