![]() The HomeworldSDL project already put a lot of work into making the code more portable by adding preliminary support for 64bit x86 processors. Since consumer windows computer at the time were limited to rather slow, in comparison to current computers, 32bit x86 processors the Homeworld engine was heavily optimized for this specific platform resulting in the use of x86 assembly intrinsics and 32bit pointer trickery especially in the ETG system (an effect scripting system used for all graphic effects in the game). Gardens of Kadesh is using emscripten to compile the C code base to WebAssembly allowing execution inside any modern web browser and by such making it runnable on nearly all modern computing devices from desktop computers, over laptops, tvs, chromebooks to tablets and phones. HomeworldSDL modified the original source code to use the cross-platform Simple DirectMedia Layer ( SDL) to allow the engine to target not only Windows but also MacOS and Linux. ![]() The original Homeworld engine was written in C and targeted the 32bit x86 Windows platform only. To see all changes between versions take a look at the changelog. fixes for sound system bugs that stemmed from SDL port.anisotropic filtering for improved texture rendering.tweaked the non-linear inverse perspective scaling to work better with high resolutions.dithering shader added to the vertex background system to prevent visible color banding.increased universe update rate for smoother gameplay and animations. ![]() Most notable changes besides the the necessary changes described in the porting Homeworld to WebAssembly section:
0 Comments
Leave a Reply. |