You realize I’m the lead programmer, right?
actually i didnt but AWESOME WORK~!
(The iPhone doesn’t have memory paging, and apps that fill up physical memory crash with no opportunity for recovery
so as in u r unable to use hard drive for swap space memory... that what u mean? so we need to wait for a bigger iphone or figure out a way how to make it use more memory? mines 8 gigs of ram in it but only a bit over 100 megs for os/app memory use. the rest is storage. i know i can use the iphone for hard drive space connected to my usb port i am able to transfer files using software. and if jailbroken probably has more capabilities but it would make sense for apple to make it natively capable of using the 8 or 16 and i think 32 gigs in European models capable of using as swap space. the funny part is all that probably would mean draining the iphone battery faster than the full length play of the 2001 space Odyssey song.
The margin could obviously be improved by making all the textures smaller, but the fact remains: Oolite allows an essentially open-ended number of objects in the system, allowing effectively unconstrained memory growth. A game designed for a memory-constrained device should support a fixed number of game entities with strict memory budgets, and Oolite isn’t designed that way. This is what I mean by “fundamental changes”.
undoubtedly it can be done only it would certainly mean limiting the game in several ways
Another moderately fundamental change would be that all the scripting and AI state machines would have to be removed and replaced with hard-coded functionality.
i dont know what u mean but ok XD
Oh yes, almost all the graphics code would need to be rewritten from scratch, as it won’t work with OpenGL|ES.
well of course it is not to say the app wont have to be rewrite in many ways
Those things aren’t very difficult, just a large amount of drudgery. The real fun would be in the interface redesign: almost all the controls would need to be removed.
yeah that one would be difficult to figure out. guessing u would have to have some touch screen buttons for some controls
Edit: oh yes, there’s another thing: the chances of Oolite being preemptively rejected from the App Store as a potential copyright violation are quite high, and I don’t care to speculate how FrontierDev would respond if it wasn’t.
that would suck. and thats a VERY good point and reason not to even try it because now u mention it i have no doubt they would have issues. would certainly need licensing permission in advance from whoever holds the copyrights currently. do you get any legal letters for oolite as it is ? is it infringing upon any of these rights? i know when tetris got popular there musta been 100 different YAT's (yet another tetris) games made on all platforms possible.
¹A “release” build of trunk (Mac, x86, 32-bit, no OXPs) idles at about 60 MiB of RSIZE and just over 100 MiB of VSIZE just after launch, which is about 10 MiB better than 1.73.4 even though the trunk build has textured planets and the 1.73.4 build does not. However, the memory spikes significantly every few seconds, which would be an immediate crash on an iPhone, so a heavy audit of temporary object management would be needed.
hey does that mean we wont need those extra oxp's that add different textures to the planets?
thanks so much to taking time to respond to this idea. it is very enlightening to learn from a programmers point of view what a project like this really means as far as challenges etc.
B4 = Elite on c64 & now = Oolite1.73.4repositories
UBUNTU OpenGL2.1.2 NVIDIA180.44 & vertex shaders eVGA GeForce7950GT512