@SimonStreakio - If you really want to get into emulation programming, I'd ideally suggest using the 3rd link in garrlker's post. Making a Chip 8 emulator is something that can either take you a simple weekend or a week if you prefer on-off programming. You'll get most of the basics that you need to learn so that you can tackle more advanced emulation like the Game Boy or the Sega Master System. Don't think you'll have to claw your way up slowly, console-by-console either. You can jump right into GC emulation after that if you understand what needs to be done (unlikely imo, but I'm not one to judge your knowledge). I worked with a guy who went from a GB project to a GC project (and he worked on DS emulation at some point too). Of course, you can always hop onto the Dolphin IRC channel, ask lots of questions, start out making small changes, and eventually start working on core components, that works too.
Programming Discussion Thread
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02-13-2014, 03:51 PM
(02-13-2014, 03:25 AM)SimonStreakio Wrote: C++ is litterally the best programming language out there.Don't let the neckbeards hear you or we may get one of these rants. 02-13-2014, 08:09 PM
Yay for ad hominem I guess? Can you refute the points raised by this Torvalds rant instead of insulting him?
02-13-2014, 11:03 PM
I have released my game now... I had a deal with a graphics designer to make some nice visuals, but he disappeared So instead enjoy paint-style environments rendered directly from NURBS-curves.
http://www.newgrounds.com/portal/view/633765
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900; Win8 64-Bit
I was wondering when you'd release it
Edit: Why the hell is it so hard!?
Gaming Rig
Spoiler: (02-14-2014, 02:54 AM)garrlker Wrote: I was wondering when you'd release it Yeah the graphics designer was also gonna help me balance the difficulty... it's hard for me to say, since most of the game is easy to me. Although some difficult stunts in the later levels I can only do about 1/10 times so good luck with those... A little tip, you can hold the S button to brake/stay still on moving platforms. BTW: What I hope some will pay attention to is the physics engine of my game (which I wrote). Now this isn't a super amazing general engine like box2d, but it has a few specialties. As for now, it only supports circles hitting circles, and circles hitting polygons, which may sound a bit lame. But for bullets/arrows you can just put the circle hitbox in the tip, so that's ok, and you can use round-like characters, which is more realistic than rectangle-like characters like many game's character hitboxes. Now while polygons can't hit each other, they can be 100% arbitrary, so it's great for rolling balls, reflecting bullets etc. The collision detection is not pixel based, it uses accurate math. (Although glitches can still happen.) I have not tried box2d myself, but I haven't exactly seen many games being based on accurate rolling of circles in arbitrary terrain, so I hope my engine was able to excel in this area.
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900; Win8 64-Bit 02-14-2014, 11:51 PM
I wonder what the future holds for mantle and mantle in dolphin
......?????
02-15-2014, 12:03 AM
Mantle in Dolphin -> useless (nothing to explain, there is no gpu-cpu bottleneck going on, as in a slow cpu won't make your gpu slower in dolphin and vice versa).
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