id (more precisely: John Carmack) has released the source code of their iPhone port of Wolfenstein3D to the public. The game itself is said to be available in the App Store a little later (in addition to the Wolfenstein RPG).
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Source code of Wolfenstein 3D for the iPhone released
#6
Posted 25 March 2009 - 04:27 PM
Its damn nice to have Wolfenstein on the iPhone. Damn nice. I keep buying $2-3 games but my last string of purchases (Word Fu, Monster Trucks Nitro and ZombieVille USA) probably tallied up minute wise to the amount of time I spent playing the first three levels of Wolfenstein. I can't wait to see more id games on the iPhone.
Also EA announced NBA Live, Madden, SSX (I'm stoked) and a string of other titles for the iPhone. Looks like devs are getting serious about the iPhone with the 3.0 SDK.
Also EA announced NBA Live, Madden, SSX (I'm stoked) and a string of other titles for the iPhone. Looks like devs are getting serious about the iPhone with the 3.0 SDK.
the IMG audio guy...
#10
Posted 27 March 2009 - 09:37 AM
Work: MacBook - 2.4 Ghz Core 2 Duo - 4GB RAM - X3100 graphics.
Home: iMac - 2.0 Ghz G5 - 1.5 GB RAM - Radeon 9600.
Home: iMac - 2.0 Ghz G5 - 1.5 GB RAM - Radeon 9600.
#11
Posted 02 May 2009 - 07:57 AM
Anyone else download the code and try to run it? I got a link error after:
Downloading the code.
Opening wolf3d.xcodeproj from ~/Desktop/wolf3d_iphone_v1.0_src/wolf3d/newCode/iphone.
Hitting the Build and Go button.
The error was:
symbols not found
GLimp_AppActivate
from _R_AppActivate in openGL_main.o
Presumably it can't find something it's looking for on my machine, any ideas?
=========
Saw the answer on another site - it said that the GL renderer in the simulator was slightly different from that on the iDevice itself, so just target the device rather than the simulator.
I'll leave this here for the next guy that downloads the source and can't compile/link it.
Downloading the code.
Opening wolf3d.xcodeproj from ~/Desktop/wolf3d_iphone_v1.0_src/wolf3d/newCode/iphone.
Hitting the Build and Go button.
The error was:
symbols not found
GLimp_AppActivate
from _R_AppActivate in openGL_main.o
Presumably it can't find something it's looking for on my machine, any ideas?
=========
Saw the answer on another site - it said that the GL renderer in the simulator was slightly different from that on the iDevice itself, so just target the device rather than the simulator.
I'll leave this here for the next guy that downloads the source and can't compile/link it.
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