Audiosurf: Ride Your MusicAudiosurfFeature RequestsAudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
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Mincus
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« Reply #135 on: June 17, 2010, 12:53:39 PM »

The OGRE engine is Mac-compatible (Torchlight and some racing game were built in it). Maybe that?
Bit more to it than that, unfortunately. But yeah, that is an option.
The problem is, even switching to an existing engine, much of Audiosurf would need to be rewritten in a compatible format since QuestViewer uses it's own proprietary format that is incompatible with anything else.

Isn't there some method of porting Windows applications to OSX? It's Cocoa or Carbon or something...
Not properly with a binary (wine is the closest you'll get for that), you need to do it at the source level ideally and as I said, QuestViewer's methods simply aren't compatible with anything else.
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nightwheel
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« Reply #136 on: July 08, 2010, 04:40:56 PM »

http://www.engadget.com/2010/07/08/ios-4-adds-direct-access-to-itunes-library-iphone-dj-apps-about/

Sounds like the road block that has kept Audiosurf from the iPhone is a thing of the past.
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Mincus
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« Reply #137 on: July 08, 2010, 05:13:55 PM »

http://www.engadget.com/2010/07/08/ios-4-adds-direct-access-to-itunes-library-iphone-dj-apps-about/

Sounds like the road block that has kept Audiosurf from the iPhone is a thing of the past.

Only the whole "rewrite the engine" part to go then. Wink
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nightwheel
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« Reply #138 on: July 08, 2010, 08:19:41 PM »

http://www.engadget.com/2010/07/08/ios-4-adds-direct-access-to-itunes-library-iphone-dj-apps-about/

Sounds like the road block that has kept Audiosurf from the iPhone is a thing of the past.

Only the whole "rewrite the engine" part to go then. Wink
Well there is Audiosurf Tilt that was made for the Zune HD. Maybe with some fine tuning and some extra modes added to it. It could be used to make a iPhone Audiosurf.
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HasturHasturHastur
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« Reply #139 on: July 09, 2010, 04:35:04 AM »

Nope.

The iPhone and Zune use completely different rendering engines, as well as simply running different OSes.
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nightwheel
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« Reply #140 on: July 10, 2010, 05:19:54 AM »

Nope.

The iPhone and Zune use completely different rendering engines, as well as simply running different OSes.
I know that the iPhone and the Zune have different hardware. But unless Audiosurf Tilt uses some Windows CE centric graphics engine similar to Quest 3D. I can't see why without doing the proper porting of parts of the game. That the iPhone could
Not play audio surf tilt
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Mincus
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« Reply #141 on: July 10, 2010, 07:17:27 AM »

I know that the iPhone and the Zune have different hardware. But unless Audiosurf Tilt uses some Windows CE centric graphics engine similar to Quest 3D. I can't see why without doing the proper porting of parts of the game. That the iPhone could
Not play audio surf tilt

Zune uses a form of the XNA framework.
iPhone etc use OpenGL ES.

Theoretically it's possible to port between the two, but XNA has a load of additional support classes that you'd have to write yourself in OpenGL. Depending on how integrated with XNA it is, it might be easier to rewrite than port.
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SohnoJam
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« Reply #142 on: July 10, 2010, 08:53:52 AM »

Nope.

The iPhone and Zune use completely different rendering engines, as well as simply running different OSes.
I know that the iPhone and the Zune have different hardware. But unless Audiosurf Tilt uses some Windows CE centric graphics engine similar to Quest 3D. I can't see why without doing the proper porting of parts of the game. That the iPhone could
Not play audio surf tilt
They were talking about rendering engines and firmware, not hardware.

And @Mincus: True. I am hoping for a not-all-that-integrated'esque final find so I can, some day, hopefully, play Audiosurf on my iPod Touch.
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blue_h3x
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« Reply #143 on: July 10, 2010, 02:51:43 PM »

Nope.

The iPhone and Zune use completely different rendering engines, as well as simply running different OSes.
I know that the iPhone and the Zune have different hardware. But unless Audiosurf Tilt uses some Windows CE centric graphics engine similar to Quest 3D. I can't see why without doing the proper porting of parts of the game. That the iPhone could
Not play audio surf tilt
They were talking about rendering engines and firmware, not hardware.

And @Mincus: True. I am hoping for a not-all-that-integrated'esque final find so I can, some day, hopefully, play Audiosurf on my iPod Touch.

The ipoo would probably burn your fingers before the end of a song though Wink
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« Reply #144 on: July 13, 2010, 03:28:02 PM »

i just send a meesage to Creative Labs, talking about this and have the idea that there will be audiosurf on the mp3 players by the leading company in sound cards, you do not want to have crapy sound whilst playing this, you want good (trust me, it is hard to play with out sound)

http://us.store.creative.com/index.html
« Last Edit: July 13, 2010, 09:07:12 PM by food_h3x » Logged
blue_h3x
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« Reply #145 on: July 14, 2010, 08:04:06 AM »

Would be a lot of work to move AS to any player though, for previous reasons.
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Laserrobotics
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« Reply #146 on: August 21, 2010, 10:39:01 AM »

Stuck an impromptu summary in the first post.  If anyone could suggest how it could be better, pm me and I will change it.  Also, there was 6 pages worth of unnecessary or unrelated discussion in this thread, come on people.
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Uupis
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« Reply #147 on: August 21, 2010, 11:38:15 AM »

I think the word "special" needs to be emphasized.
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