Hi, I don't know about the floats problem, but the screen sise shouldn't be an issue. Most phones seem to have at least 320x480, and you can simply require that size in your package, so that the game won't show up in the market if you have a smaller screen. Also landscape rotation is very easily accomplished, and users are used to it. Many (almist all I guess) graphics-heavy games automatically set the screen to landscape on startup.
--David On Dec 15, 2009 10:20 AM, "Sparr" <spa...@gmail.com> wrote: I ported Enigma to the GP2X a while back. The hard part was two-fold: Most ARM processors have no hardware floating point unit. On the GP2X I used software floats and lowered the precision of every 'double' in the code to 'float' with no apparent ill effects. This was sufficient for all but the most physics-heavy levels, like some of the meditation levels. Android devices can have very small screens, down to 240x320. On the GP2X I dealt with a 320x240 screen by ripping out a lot of the UI-placement math (that couldn't handle resolutions below 640x480), and creating a new smaller set of graphics for all of the UI elements and tiles. I believe that some (all?) of this work has been made irrelevant by code changes to Enigma in the last 2-3 years, but am unsure of the details there. And even if that is the case, it still won't fit easily (or at all, playably) on a portrait-mode 240x320 screen (of which 240x180 would be usable for the normal 4:3 display area for Enigma), so you might have to force landscape mode in some situations where the OS thinks it is inappropriate. On Sat, Dec 12, 2009 at 5:15 PM, David Sprehn <aitru...@gmail.com> wrote: > Hi! > Just an idea: it ... > _______________________________________________ > Enigma-devel mailing list > Enigma-devel@nongnu.org > http://lists.nongnu.org/mailman/listinfo/enigma-devel > >
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