Reminds me of when I got GTA 3 working on an Android watch. Here's s video of it in action: https://twitter.com/Martin_Adams/status/860604357028577282?s...
Quake 1 port for Apple Watch
91–96 of 96 posts
Re: Quake 1 port for Apple Watch
#92Quake 1 port for Apple Watches that uses software rendering and has mostly working audio playback. Runs shareware and registered versions of the game with optional “cd” audio. https://www.youtube.com/watch?v=89TAt72eYt4 (Series 5 gameplay video) This port started from the original Quake Watch port by Tomas "MyOwnClone" Vymazal. Changes by ByteOverlord: Save and load game on watchOS Music playback ("cd" audio) Camera…
This is one of those things I'd love to install and play around with like, twice a year, but I suspect I have to reinstall it every 7 days to keep it working unless I pay an Apple dev tax.
Re: Quake 1 port for Apple Watch
#93Nice work! How about Quake on Amazon Echo + Alexa? Build it like a Text Adventure but use NLP + Computer Vision to describe the scene and you shoot and move by describing what you want. Great for people with poor vision or has a nostalgia for the 80s.
I don't know diddly-squat about programming for Alexas, but if my local TV station can do it, anyone probably can.
Re: Quake 1 port for Apple Watch
#94Quake port for ________ is one of the most guaranteed HN #1s out there.
"Quake port" is the new "Beowulf cluster"
Re: Quake 1 port for Apple Watch
#95Earlier quoted context omitted.
Original soundtrack was streamed from the CD. Seems like compressing to mp3 would be a big help
Decoding would probably be an issue. It’s already on the cusp with the current audio files, mP3s would probably throw it over the edge.
It'd be an interesting exercise to see how much you could lower the sample rate without it sucking. On second thought, you could convert stereo to mono first, without even worrying about the sampling rate, and get half the space back. But I'm sure you could do more.
Re: Quake 1 port for Apple Watch
#96Earlier quoted context omitted.
It's not using the Quake engine, or it wouldn't be running at 30 fps on current hardware. It's probably Unity or something more modern and bloated.
If the parent comment meant HROT, it’s using a custom engine written in Pascal.
Thanks anyway