Is the MAC version using OpenGL? And if so... is it possible to fold the OpenGL code into the PC version and an alternative renderer?
Also... Would that mean that a Linux version is a possibility?
Is the MAC version using OpenGL?
Re: Is the MAC version using OpenGL?
Not speaking for Almost Human, the only way Grimrock would run on mac without using OpenGL would be to use swiftshader, and that one is also available for linux..
As a long-term development, using opengl would make more sense than to invest in swiftshader, however, as that would pave road towards ipad port (although that's definitely not the only problem with said port..)
As a long-term development, using opengl would make more sense than to invest in swiftshader, however, as that would pave road towards ipad port (although that's definitely not the only problem with said port..)
Reminder: moderators (green names) don't work for almost human. | http://iki.fi/sol/ - My schtuphh..
Re: Is the MAC version using OpenGL?
Yep, it's running on OpenGL.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Is the MAC version using OpenGL?
Very exciting to hear that the OSX version is on the way. I'll not have to dual-boot on my MacBook any more!
If this is a pre-cursor to an iPad release, then I think that's really exciting. It would not only be an actual real game that I would like to play on an iPad with useful controls, but if the modding and custom content was brought across too - then having a game you can pack your own Dungeons onto on an iPad would be a first I think (a real, 3D moddable game on the iPad).
If this is a pre-cursor to an iPad release, then I think that's really exciting. It would not only be an actual real game that I would like to play on an iPad with useful controls, but if the modding and custom content was brought across too - then having a game you can pack your own Dungeons onto on an iPad would be a first I think (a real, 3D moddable game on the iPad).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Is the MAC version using OpenGL?
I would think an ipad version might not be able to run the editor, but should at least be able to have dungeon.dat files put on there and select custom dungeons from the menu
Finished Dungeons - complete mods to play
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Is the MAC version using OpenGL?
@Komag: Heh, good point. That would be awesome though. I know iPad games are generally cheaper than desktop games, but I'd definitely pay £7/$10 for the privilege (which is about as expensive as iPad games get). I wouldn't need to buy any more games :p.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Is the MAC version using OpenGL?
As for linux version.. I'd guess that making a "works on my machine" linux port would be pretty easy after the opengl work is done, but making a "proper" linux port would take more effort.
Financially, a linux version might make sense as a steam-linux launch title,
Financially, a linux version might make sense as a steam-linux launch title,
Reminder: moderators (green names) don't work for almost human. | http://iki.fi/sol/ - My schtuphh..
