Nintendo DS Can run Irrlicht?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Noob123
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Joined: Tue Apr 07, 2009 3:43 pm

Post by Noob123 »

I am using DevKit Pro so will have to write drivers but where to start?
hybrid
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Post by hybrid »

device and drivers are different things. You need a device to create the window/framebuffer, I/O handling etc. Take the SDL device if you want to write a new one.
The driver is a really huge thing. It requires all the rendering routines and lots of other stuff. The software drivers should work on every system, just really slow. For a new driver you can take any driver, OpenGL or D3D are almost similar in this respect. Your best guess would be an OpenGL-alike driver in the DS SDK.
Noob123
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Joined: Tue Apr 07, 2009 3:43 pm

Post by Noob123 »

am using sdl and software at moment..... just tring to get the file hangling sorted.... devkitpro uses efs system rather than a stdlib....
Noob123
Posts: 4
Joined: Tue Apr 07, 2009 3:43 pm

Post by Noob123 »

Got it booting.... loading 1 frame of hello world md2, displaying with solid colours, textures next... then animated mesh.....

Just as a matter of interest.... is anyone else working on NDS port???
eye776
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Joined: Sun Dec 28, 2008 11:07 pm

Post by eye776 »

If you rewrote the Device and heavily adapted the Driver, then maybe... Also limit the meshbuffers back to 16bit indices (the old DS only supports about 2k-3k polys on screen), remove tangent support (useless on the DS), remove parallax, normalpapping, etc. AFAIK you'd also need to convert the floating point arithmetic into fixed point one to prevent too much unecessary acces to lookup tables.

So yeah... basically it'd be a LOT of work.
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