Gaming on Haiku


#61

You can see us also at FOSDEM in February (Brussels), or JDLL in April (Lyon). Or at Capitole du Libre next year!


#62

Myself and someone else were working on no gravity (spacegirl) at some point (years ago I think?). I can’t recall exactly but I thought it was working and got put into haiku ports… my memory is hazy though. Just a hint that I do remember; it’s probably easier/faster to port the Linux SDL code than the old BeOS backend. Haiku is missing the BDirectGLWindow implementation (a Dano feature).


#63

Unless I’m mistaken, BDirectGLWindow would just be a BGLView attached to a BDirectWindow, which is the normal way of using OpenGL both on R5 and on Haiku, so it shouldn’t be too hard to replicate this.


#64

Although i was thinking this, sdl might be just plug and compile if there are no specific code.
However, the BeOS folder has some values for paths and startup setup, in a quick peek at the code.


#65

There was a Be newsletter with some brief info on the differences between BGLView and BDirectGLWindow [1]. It appears it’s about locking across multiple windows, but anyway it does look simple to use a BGLView instead (for simple use cases at least). However, porting the Linux SDL version probably requires even more minimal changes (I don’t remember exactly).

[1] https://www.haiku-os.org/legacy-docs/benewsletter/Issue5-13.html


#66

Can’t not mention Cave Story !