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Funky Cars
vbt - Nov 4, 2006
 vbt Nov 4, 2006
Sure it would run perfect on a Saturn


http://funkycars.sourceforge.net/screens.html...


http://funkycars.sourceforge.net/...

 RockinB Nov 4, 2006

vbt said:
Sure it would run perfect on a Saturn


Visually, it looks like that. The problem is that Saturn hasn't got native floating point support and both, OpenGL and even more ODE use floating point operations intensively.

The software floating point emulation would slow it down.

It's not the first time that I think about if it would be possible to somehow convert code which uses OpenGL in code that uses SGL. Be it with a software wrapper or - better - with a soure code conversion script. Would be nice, even if it would only work with a few small OpenGL demos.

 antime Nov 4, 2006
Patching out floating point is still a doable task, but most OpenGL/DirectX applications assume that there is a Z-buffer, and working around that is close to reimplementing the whole thing from scratch.

This particular game is also written in Object Pascal, so you'll either have to provide an Object Pascal environment for the Saturn or translate the project to C/C++.

 vbt Nov 7, 2006

antime said:
This particular game is also written in Object Pascal, so you'll either have to provide an Object Pascal environment for the Saturn or translate the project to C/C++.



didn't see that big detail I searched something that could be ported on Saturn and the screenshots looked like Choro Q for instance with higher resolution.