Author Topic: Elder Scrolls Engine Recreations  (Read 2888 times)

Durrsly (OP)

  • Posts: 12
Elder Scrolls Engine Recreations
« on: January 25, 2016, 10:44:16 pm »
With the XL Engine (xlengine.com/blog/) nearing Beta 1 + source code release and OpenMW (openmw.org/en/) having a massive performance boost thanks to OpenSceneGraph, could these be ported to the GCW-Zero?

pcercuei

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Re: Elder Scrolls Engine Recreations
« Reply #1 on: January 26, 2016, 04:10:11 pm »
XL Engine requires OpenGL 3, so it is not portable to any handheld device.

About OpenMW:


But it doesn't play very good  ;D And at about one frame per second.
« Last Edit: January 26, 2016, 04:14:23 pm by pcercuei »

Pickle

  • Posts: 30
Re: Elder Scrolls Engine Recreations
« Reply #2 on: January 27, 2016, 06:41:17 pm »
first i was going to say xlengine didnt have any source released and to my shock something finally is out there.
i dont think your right about it being opengl 3 only. There is support for older opengl's:

https://github.com/luciusDXL/XL-Engine/tree/master/XLEngine/Graphics/Devices

So the work I see needed would be converting the 2.0 shader path to work on ES variants. Shouldnt be too hard. The other issue is the use of GLX. In the case of GCW this would need to be ported to SDL2.

I find it humorous you got openmw to run on the GCW. I think you have a texture problem :-)

pcercuei

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Re: Elder Scrolls Engine Recreations
« Reply #3 on: January 27, 2016, 07:49:42 pm »
Yes, OpenMW uses S3TC, which we don't use for legal reasons, and etnaviv probably doesn't support it anyway.