[airstrike] airstrike Debian patches

Eero Tamminen oak at helsinkinet.fi
Mon May 5 16:38:35 EDT 2008


On Monday 05 May 2008, Michele Renda wrote:
> > All the graphics have PovRay scene descriptions, it's simple just to
> > render them to different size.  Some co-ordinates in the level
> > descriptions (game object starting positions) need to be modified
> > accordingly.  I could help a bit with that.
> >
> > Smaller level sizes mean that the game gets harder though because
> > there's less space for maneuvers.
> I think that all the scenes and the object must to be resized
> proportionally. the problem is only if the plane will become too much
> little. There is to try.

In this case you need to modify all Makefiles in the pov/ subdirectory
(the image sizes are specified in them).

> > I've tried Airstrike on Nokia 770 a few years ago.  The speed is quite
> > fine even with floating point emulation instead of FPU.  >90% of
> > Airstrike CPU usage is taken by SDL blitting, calculating co-ordinates
> > in floating points is not really significant.
> >
> >
> > The main issue is that (especially current) Airstrike is a multiplayer
> > game. How multiple persons can play a game with the same phone keys?
> >
> > Adding networking support to Airstrike would solve it, but would be
> > significant amount of work.  Should it be client-server or
> > peer-to-peer? Do you transfer only player input over network (can have
> > either latency or synching issues) or do you synchronize all difference
> > in the game object states (like e.g. Nil did)?
> The Neo Freerunner phone, has 400MHz processor. It is possible he will
> go well, but how to say: tryng I can tell you more.

770 was running @ 330Mhz when I tested Airstrike on it.
The performance shouldn't be a problem.

	- Eero

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