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Doom 3 android
Doom 3 android







  1. DOOM 3 ANDROID APK
  2. DOOM 3 ANDROID FULL
  3. DOOM 3 ANDROID FOR ANDROID

To fix this, we created a background thread which attached to the input queue and stored input events in a buffer for the main game to process at its leisure. Using the standard input handling code from android_native_app_glue and mapping that to a generic inputįormat that Doom 3 expected was straightforward, however we were getting ANRs (App Not Responding) during load screens because Doom 3 performed loading on the main thread and didn’t process input while loading. They were always just an email or phone call away, and deliveredĪnything we needed in a short amount of time.

doom 3 android

Working with Bethesda and id Software was great.

DOOM 3 ANDROID FOR ANDROID

Library for Android that just worked without any problems. The in-game videos and intro videos were using Bink on the other platforms.

DOOM 3 ANDROID APK

Merging all the resources into one was just a few megabytes over the 4GB limit, and placing a few resources in the APK itself brought our expansion files below the 4GB limit. It was done this way to improve load speeds on the consoles, but flash memory has much faster random access rates than reading from an optical drive, so splitting the resources by level is not necessary for the Android version. Put us well over the 4GB limit for apps on the Google Play Store. The original game was distributed using a resource file for each level. The game ran at 60fps after this, so further optimization was not necessary. The automatically translatedĬode was significantly faster than the C version, and only marginally slower than the code we had initially Wrote a translator that could convert the SSE intrinsics to Neon intrinsics. That code to use ARM Neon intrinsics would have been time consuming and error prone, so instead we Optimizationĭoom 3 BFG Edition made extensive use of SSE intrinsics for calculating shadow volumes. Being able to edit, build, deploy, and debug for all platformsĪll within a single IDE was a dream compared to messing with Makefiles and GDB or having to Having all the platforms in one Visual Studio project made it easy to keep the other AndroidWorks made it extremely simple to add a 4th platformįor Android. It used a single solutionįor all 3 platforms (PC, PS3, 360). AndroidWorksĭoom 3 BFG Edition was originally developed using Visual Studio 2010.

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We also had to dynamically fetch the OpenGL entry points at startup (using eglGetProcAddress) since they cannot be statically linked on Android. The only thing we had to do was switch from using WGL (the Windows GL interface) to using EGL (the Embedded GL interface). There are no changes to the renderer from

DOOM 3 ANDROID FULL

Support full OpenGL, porting that over was trivial. The Doom 3 BFG Edition renderer was using OpenGL on the PC, and since the Tegra K1 and X1 chips This article highlights some of thing things that went right as well as wrong. NVIDIA worked with id Software and Bethesda to bring it to the SHIELD Doom 3 BFG Edition is a re-mastered version of Doom 3 for the Xbox 360, PS3, and PC that was









Doom 3 android