UWP/DirectX Quake ports?
UWP/DirectX Quake ports?
Is there any Quake engine port for the WinRT platform?
Re: UWP/DirectX Quake ports?
To what end?
UWP is form user controls like textboxes.
Quake engines run on a full screen Open GL canvas, there are no form user interface controls.
UWP is form user controls like textboxes.
Quake engines run on a full screen Open GL canvas, there are no form user interface controls.
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Re: UWP/DirectX Quake ports?
UWP has nothing to do with controls, it is common API for WinRT-based devices. Kinda like SDL, but for Microsoft stuff: Xbox One, Surface, Desktops, Phones, etc.
https://docs.microsoft.com/en-us/window ... rectx-game
https://docs.microsoft.com/en-us/window ... rectx-game
Re: UWP/DirectX Quake ports?
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Re: UWP/DirectX Quake ports?
needs d3d11.
I started porting fte a while back (primarily because I was curious about what MS consider legacy), but stopped when it came to winrt-only apis which I can't personally use on win7.
if someone else wanted to resume the effort, they can find a number of stubs in sys_win.c - just create a main function, create some 'core' window, implement those stubs, and then start up the engine.
Of course, doing so is pretty much just encouraging people to buy crippleware, so its counter productive in the long run, so why bother?
I started porting fte a while back (primarily because I was curious about what MS consider legacy), but stopped when it came to winrt-only apis which I can't personally use on win7.
if someone else wanted to resume the effort, they can find a number of stubs in sys_win.c - just create a main function, create some 'core' window, implement those stubs, and then start up the engine.
Of course, doing so is pretty much just encouraging people to buy crippleware, so its counter productive in the long run, so why bother?
Re: UWP/DirectX Quake ports?
Yeah, DirectX is required. I was planning to add UWP to DirectQ, but i just wanted to know if this wasn't already done.
Re: UWP/DirectX Quake ports?
SDL2 has a winRT backend. It seems to have some stuff in place for providing OpenGL ES via ANGLE:
https://hg.libsdl.org/SDL/file/3a23ca10 ... tvideo.cpp
Never tried any of it, but engines that support SDL2 and GLES already (DP and FTE?) might run on winRT with little effort?
https://hg.libsdl.org/SDL/file/3a23ca10 ... tvideo.cpp
Never tried any of it, but engines that support SDL2 and GLES already (DP and FTE?) might run on winRT with little effort?
Re: UWP/DirectX Quake ports?
There is a basic port for Quake3 which is pretty much complete:
https://github.com/PJayB/Quake-III-Arena-D3D11
The author also has a Doom3 BFG port as well.
I dunno if MH is working on adding UWP or if he is just keeping it simple with his D3D11 refresh project, although I haven't seen any updates on his blog for a while.
As far as Q2, I don't think there is one, let alone a D3D11 port...
https://github.com/PJayB/Quake-III-Arena-D3D11
The author also has a Doom3 BFG port as well.
I dunno if MH is working on adding UWP or if he is just keeping it simple with his D3D11 refresh project, although I haven't seen any updates on his blog for a while.
As far as Q2, I don't think there is one, let alone a D3D11 port...
Re: UWP/DirectX Quake ports?
That Q3 project is juicy. Thanks for the link.