The Pandora is an operating system, handheld game console and mobile personal computer originally released in 2010. It is designed to take advantage of existing free and open-source software and to be a target for homebrew development. It includes several features that no handheld game consoles have previously had, making it a cross between a handheld game console and a subnotebook. It is developed and produced by OpenPandora, which is made up of former distributors and community members of the GP32 and GP2X handhelds. Until 2013, multiple batches of slightly updated Pandora variants were produced. In 2014 the development of a redesigned and upgraded successor, called DragonBox Pyra, was started.
Development of the Pandora began when Craig Rothwell, Fatih Kilic, Michael Mrozek and (later) Michael Weston teamed up and planned a portable system that would excel in the areas where they thought the GP32 and GP2X systems (from Game Park and GamePark Holdings respectively) were flawed. The Pandora was designed based on ideas and suggestions contributed by GP32X forum members, with the goal of creating the ultimate open source handheld device. When announcing the system, the designers of Pandora stated that it would be more powerful than any handheld video game console that had yet existed.
The final case and keymat design was made by Dave Cancilier (DaveC), who was known on the forums for custom hardware modifications.
In February 2008 the Pandora wiki had already been created; as of 2014, it contains a thousand pages and is translated with the MediaWiki Translate extension.
The initial development and setup costs were funded through a crowdfunding approach where early supporters provided enough money to support a production run, and when the console made it into production, each supporter would receive the device they paid for (what actually ended up happening due to cost overruns is that the early supporters received devices as later sales recouped the initial investment costs).
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Game engine recreation is a type of video game engine remastering process whereby a new game engine is rewritten from scratch as a clone of the original with the ability to load the original game's data files such as music, textures, scripts, shaders, levels, and more. The new engine should read these data files and, in theory, load and understand them in a way that is indistinguishable from the original. The result of a proper engine clone is often the ability to play a game on modern systems that the old game could no longer run on.