Since I have a 3D engine working on the prizm, I have been trying to think of a game that would work on it without stressing it. I have been either trying to find an existing game what wouldn't have issues cloning or designing one myself. The limit is this: this engine is not optimized for heavy fps stuff from what I have seen. It gets very slow when it comes down to a screenfull of pixels since the fragment shader must calculate pixel color per every pixel. So far my ideas:
So far these are my limits on designs:
I plan on releasing a source tarball in a while after I test more of the engine, change up some stuff, and make easy to build (Engine is completely in C++, for a good reason. Prizm headers and the lack of libc++ and such require extra patchwork). [/list]
- Block dude in 3D
- 3D Tetris-like game
- 3D Tanks game (Oblit, but 3D)
So far these are my limits on designs:
- 3D rendering takes up a lot of time. Large game code in between each frame will not work well. Block dude works and tetris works as I do calculations once, then do a series of renderings.
- Texture mapping has no performance loss, and may actually be faster than per-vertex coloring
- Colored lighting works, but each light requires more matrix math. Light shines through walls, preventing that would kill FPS.
- shadows would kill the fps, end of story. You could make a game with a cube and a ground plane, that might render ok. Add more polygons, fps drop.
- (Character) animations: Loads of matrix math can make everything terribly slow.
- High poly models will both look bad on low res rendering (But accurate) and will take a while to render.
- Artwork and models must be doable (I can make stuff, but not awesome stuff)
I plan on releasing a source tarball in a while after I test more of the engine, change up some stuff, and make easy to build (Engine is completely in C++, for a good reason. Prizm headers and the lack of libc++ and such require extra patchwork). [/list]