OpenMW (Morowind) and other 3d games

3.9 GHz, DDR4 @3000MHz. Still much better than the old graphics card, so it should be good enough.

Astromenace! :smiley: Thank you!

Where can we download these games for Haiku? Will they be in the Haiku Depot?

Thank you very much for your work 3dEyes!

1 Like

I’m work on it. Minetest and Neverball already in HaikuDepot.

4 Likes

NOTE: Benchmarks are funny little things …

About GLteapot and other Haiku-included demos, here is a simple 3D spinning ball demo from Mesa demos. Both ball, cube, and teapot demos are well known in 3D computer graphics as they were some of the original 3D demos to show off surface textures, shadows, and reflectivity.

1 Like

Wow; are these mesa demos in the Depot? Thanks.

PSP Games (PPSSPP emulator):






5 Likes

Wow! How is the performance of PPSSPP?

On real hardware:
with minimal ppsspp settings (low resolution, disabled shaders, disabled texture intepolation) - about 20-30 fps.
if i set high resolution (1:1) - about 10-20 fps.

That’s quite good for a Core 2 Quad with an old(er) graphics card. :smiley:

Not to mention, running using only software-based OpenGL.

2 Likes

Speaking of 3D games, I can’t believe that prboom-plus wasn’t in the repos!

prboom_plus-2.5.1.4.recipe
SUMMARY="Doom source port"
DESCRIPTION="PrBoom+ is a Doom source port developed from the original PrBoom project by Andrey Budko"
HOMEPAGE="http://prboom-plus.sourceforge.net"
COPYRIGHT="Andrey Budko 2016"
LICENSE="GNU GPL v2"
REVISION="1"
SOURCE_URI="https://downloads.sourceforge.net/project/prboom-plus/prboom-plus/$portVersion/prboom-plus-$portVersion.tar.gz"
CHECKSUM_SHA256="e0e2241d174839b107f1a42b191aa9895dc6749e477cbc850ad520fba2353b94"
SOURCE_DIR="prboom-plus-$portVersion"

ARCHITECTURES="!x86_gcc2 ?x86 x86_64"
SECONDARY_ARCHITECTURES="x86"

PROVIDES="
	prboom_plus$secondaryArchSuffix = $portVersion
	prboom_plus_server$secondaryArchSuffix = $portVersion
	"
REQUIRES="
	haiku$secondaryArchSuffix
	lib:libSDL_1.2$secondaryArchSuffix
	lib:libSDL_net_1.2$secondaryArchSuffix
	"

BUILD_REQUIRES="
	haiku${secondaryArchSuffix}_devel
	devel:libsdl$secondaryArchSuffix
	devel:libsdl_net$secondaryArchSuffix
	"
BUILD_PREREQUIRES="
	cmd:gcc$secondaryArchSuffix
	cmd:install
	cmd:ld$secondaryArchSuffix
	cmd:make
	cmd:pkg_config$secondaryArchSuffix
	cmd:autoconf
	cmd:automake
	"

BUILD()
{
	runConfigure ./configure --without-mixer --disable-gl --with-waddir=$dataDir/prboom-plus/
	make $jobArgs
}

INSTALL()
{
	cd src
	mkdir -p $binDir
	cp prboom-plus \
		prboom-plus-game-server $binDir
	cd ../data
	mkdir -p $dataDir/prboom-plus
	cp prboom-plus.wad $dataDir/prboom-plus/
}

I managed to build ioquake3, it mostly worked with the opengl1 renderer but crashed when you try to move the mouse :grimacing:

If you want to try to build ioquake3, here’s a patch to make it build (Shamelessly ripped from the patches for OpenArena):

ioq3-Haiku.patch
diff --git a/Makefile b/Makefile
index 97f21639..9c91e9f4 100644
--- a/Makefile
+++ b/Makefile
@@ -933,6 +933,49 @@ ifeq ($(PLATFORM),sunos)
 
 else # ifeq sunos
 
+#############################################################################
+# SETUP AND BUILD -- HAIKU
+#############################################################################
+ifeq ($(PLATFORM),haiku)
+
+  SHLIBEXT=so
+  SHLIBCFLAGS=-fno-PIC
+  SHLIBLDFLAGS=-shared $(LDFLAGS)
+  LDFLAGS=-lnetwork
+  BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -fPIC
+  CLIENT_CFLAGS =
+  CLIENT_CFLAGS += $(SDL_CFLAGS)
+  SERVER_CFLAGS =
+  LIB=
+  CLIENT_LIBS=$(SDL_LIBS) -lGL
+  USE_CODEC_VORBIS = 1
+  HAVE_VM_COMPILED=true
+
+  BUILD_CLIENT = 1
+  BUILD_GAME_QVM = 0
+  BASE_CFLAGS+=-D_BSD_SOURCE -DUSE_ICON
+  ifeq ($(USE_OPENAL),1)
+    CLIENT_CFLAGS += -DUSE_OPENAL
+    ifeq ($(USE_OPENAL_DLOPEN),1)
+      CLIENT_CFLAGS += -DUSE_OPENAL_DLOPEN
+    endif
+  endif
+
+  ifeq ($(USE_CURL),1)
+    CLIENT_CFLAGS += -DUSE_CURL
+    ifeq ($(USE_CURL_DLOPEN),1)
+      CLIENT_CFLAGS += -DUSE_CURL_DLOPEN
+    endif
+  endif
+
+
+  ifeq ($(USE_CODEC_VORBIS),1)
+    CLIENT_CFLAGS += -DUSE_CODEC_VORBIS
+    CLIENT_LIBS += -lvorbisfile -lvorbis -logg
+  endif
+
+
+else # ifeq haiku
 #############################################################################
 # SETUP AND BUILD -- GENERIC
 #############################################################################
@@ -951,6 +994,7 @@ endif #OpenBSD
 endif #NetBSD
 endif #IRIX
 endif #SunOS
+endif #Haiku
 
 ifndef CC
   CC=gcc

diff --git a/code/qcommon/q_platform.h b/code/qcommon/q_platform.h
index 27ca856e..344cb400 100644
--- a/code/qcommon/q_platform.h
+++ b/code/qcommon/q_platform.h
@@ -298,6 +298,29 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 
 #endif
 
+//================================================================= HAIKU ===
+
+#ifdef __HAIKU__
+
+#include <endian.h>
+#define OS_STRING "HAIKU"
+#define ID_INLINE
+#define PATH_SEP '/'
+
+#ifdef __i386__
+#define ARCH_STRING "x86"
+#elif __x86_64__
+#undef idx64
+#define idx64 1
+#define ARCH_STRING "x86_64"
+#endif
+
+#define Q3_LITTLE_ENDIAN
+
+#define DLL_EXT ".so"
+
+#endif
+
 //===========================================================================
 
 //catch missing defines in above blocks
3 Likes

Is any chance to see GZDoom in ports? It supports some awesome mods like BrutalDoom or Doom Slayer Chronicles

I have just had a look at that, seems like gcc is missing a feature that gzdoom needs (thread-local-storage). I’m going to add that to the recipie for gcc, build it and try again.

Create a PR, or all your work will be guaranteed lost.

1 Like

I want a engine to play Kingpin :slight_smile:

What happend to all the images 3dEyes uploaded?

Forum engine bug.

Adamant Armor Affection Adventure - https://github.com/EXL/AdamantArmorAffectionAdventure


2 Likes

So… Haiku has a AAAA game now!

2 Likes

What exactly is the reason we can not get at least MESA 18.x? Porting will stop around compatibility-level provided by MESA 17.x … and that is OGL 3.x at best :frowning: