I wanted to discuss the idea of using svg graphics for Tux Math as a GSoC
After doing a little hacking of the source code, I figured out that there is
no inherent support for svg graphics in SDL. And rsvg and cairo libraries
are used for the infrastructure. (Please correct me if I am wrong). I guess
that once the svg support is added, then one can easily run Tux Math at
different resolutions. Instead of the current 640*480 resolution.
Also I believe the best way to scale svg files would be, to initially scale
the svg files for the main menu i.e the menu in which we select the type of
game we want to play, these files would probably include the files regarding
Once the menu is loaded, then we can start a thread to load and scale the
svg files required for the rest of the graphics portion of the game i.e the
svg images for dolphins and stuff. This would help in saving some precious
start up time. And we can easily start the game once the user has selected
the type of game he wants to play and the thread regarding the loading of
other images has joined.
After figuring out all these things, I still have a few doubts though, it
will be great if someone can help me out with them.
- Is there any support currently in the game to run it at multiple
resolutions? I guess SDL allows for scaling the images used, so that is
feasible with SDL, but is there support for it in Tux Maths. Btw, I also saw
that Tux Math is an activity for OLPC laptops, does it runs on the same
resolution there too,. because i believe it allows for single resolution of
- I read it on the ideas page that it is not desirable to have svg
support for background images. Is there any particular reason for that ? As
I feel that if we provide svg support for all the gfx files, it would
definitely make things simpler if the aim of svg support is to run Tux Math
at higher resolutions.
Any comments/suggestions/criticism is most welcome.