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General discussions / Ko-fi
« on: August 17, 2024, 12:07:45 pm »
How many here have Ko-fi? Here's mine.
Ko-fi
Ko-fi
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I thought about this some time ago, and even did some experiments. The idea was to use an x86 SBC as the hardware (something like an UDOO bolt or LattePanda) and run a minimal version of linux on it - for example with no desktop environement. x86 would be ideal as there would be no need for cross-compiler setup (although perhaps some wrangling of libraries to get a compatible development environment).That's just amazing! All I have is a Raspberry Pi 1 that I can't make a custom OS for.
For software I created this as a working proof of concept: https://github.com/fallahn/osgc
It basically runs a front-end executable (written with SFML of course ) that allows browsing games similarly to Kodi for videos or RetroArch for emulators.
Games themselves are then built as DLLs (or SOs as we're on linux) instead of executables. Then they can be copied to an SD card or the storage of the SBC so that the frontend can load the games at runtime.
With a bit of work and a 3D printed case, maybe it could be turned into a console-like device
By game console you mean hardware specifically suited for SFML or what does that mean exactly?Yes that is it. A console that works with SFML better than any other.
SFML can draw triangles with texture, yes. You simply specify the texture co-ordinates in each vertex and pass the texture to the draw call.Though Mac doesn't have OpenGL anymore so I don't know if it works. But I haven't started yet so who knows? It might work!
Do note, though, that trying to do textures with perspective distortion is very tricky and is probably best to just leave it to OpenGL to do the 3D if you need that.
It should be noted that SFML does (can) use the hardware for graphics acceleration as it uses OpenGL. However, SFML completely ignores any depth values and is strictly 2D. Getting 3D effects out of a 2D graphics library is tricky but can be fun!
If you want to use SFML graphics on that SFML window, you can use a vertex array (or vertex buffer), set its primitive type to sf::PrimitiveType::Triangles and then send all of the co-ordinates for each triangle to the vertex array. These must be in the order that you want them to be rendered.I actually wanted to make a custom renderer but if SFML works for this then very well! Doesn't it cost a lot of memory using the technique from the video to SFML? Especially when using textures?
If you want to use OpenGL on the SFML window, see this tutorial to get you started and then have a look at some OpenGL tutorials. I'm guessing you probably don't want to do this though as you could easily get OpenGL to do the 3D bit for you