iGalcon – makin’ it perty!
Today I worked on making it all shiny. As per usual, I had trouble figuring out OpenGL. I suppose I’ll get it one of these days …
Anyway, some notable differences between normal OpenGL and OpenGL ES are: OpenGL uses arrays for everything, instead of letting you do the whole glBegin() glEnd() bit. It also only supports a subset of normal OpenGL features – for example, it doesn’t support quads, only triangles.
Thankfully, by following the ES spec, I was able to write my code correctly under linux before I got it going on the iphone. Getting the iphone part to work was pretty easy, though I’m slowly grasping some of the ObjC concepts as I go, since I had to do a few lines of ObjC code to load the images, etc this time.
The iphone SDK comes with a swell simulator. Since my last pic of the “live” iphone was awful, here’s a more attractive simulation of what it looks like on the iphone:
Next up, gotta make those fonts look good. Add the good ol’ Galcon sound effects. Gotta improve some of my OpenGL commands so they are a bit more optimized. Then I’ve got to decide on what sort of packaging (levels, ranks, bots, menus, etc) I want for the final version.
June 18th, 2008 at 11:09 pm
Holy Cow Laser!
June 19th, 2008 at 5:54 pm
Purdy 🙂