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Jo Engine Wish List / 3D Controller support
« on: November 15, 2020, 12:05:18 am »
As the title says, would be nice to support the "Nights" controller for analog input.
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#ifndef __VARS_H__
#define __VARS_H__
typedef struct
{
int test;
} _vars;
extern _vars vars;
#endif
#include <jo/jo.h>
#include "vars.h"
void draw_screen(void)
{
jo_clear_screen();
if(vars.test == 1)
{
jo_printf_with_color(15, 5, JO_COLOR_INDEX_White, "test 1");
}
if(vars.test == 2)
{
jo_printf_with_color(15, 5, JO_COLOR_INDEX_White, "test 2");
}
}
void initialize(void)
{
jo_core_init(JO_COLOR_Black);
jo_core_add_callback(draw_screen);
jo_core_run();
}
void jo_main(void)
{
initialize();
vars.test = 2;
}
You can load large maps in the engine without any problem and no slowdown (I already used 10000x10000 maps !)![]()
I don't use SGL for this part but a custom implementation.
Look at the "demo - map" sample.
Besides, the Jo Engine is way more powerfull in 2D than 3D today (but it will change).
Right now Jo Engine doesn't support much the VDP2, so you would have to use SGL functions directly for everything except NBG0/1.
I'm not myself really good with the VDP2 as it's quite complicated, but it's really overpowered compared to the VDP1.
You can take a look at my old FPS demo or Dany's FPS/VDP2 demo to see how to use it.
Yes you can : you can use the new jo engine cpu dma transfer function. That's how you can do your animations without storing all the frames in the 512 kb texture memory. You can also use paletted sprites (currently 8 bits only) to hold 2 times more textures. You should also use the vdp2 for background and foregrount elements since you have another 512 kb there and it's very powerful.