flatfour-users Mailing List for Flat Four Engine (Page 2)
Status: Pre-Alpha
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From: J. P. <ja...@37...> - 2002-06-14 16:55:09
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bb...@dr... wrote: > WIN32/MSVC++ INSTRUCTIONS > Your latest build is FUBAR to put it lightly. Wow, you're quite right. No idea what happened there, I'm fixing it now. Jason 379 |
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From: <bb...@dr...> - 2002-06-14 16:07:05
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WIN32/MSVC++ INSTRUCTIONS Open F4/Build/F4.dsw and build. Your latest build is FUBAR to put it lightly. It doesn't even pretend to open the project files or will it open them manually in VS6. VS7 is not even worth trying as it is is FUBAR by itself. Thought you might want to know. Bryan |
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From: J. P. <ja...@37...> - 2002-06-13 15:14:31
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Raul Aguaviva wrote: > in the screenshot of the font.... > How did you manage to pack that way all the letters of the font?? Have a look at... F4/Services/Text/Src/font_factory.cpp: createTextureFont() It's brute force, but it runs fairly quickly and produces great results (as you can see). To summarize: - I use two textures, one for the glyphs and one for a mask, which indicates what parts of the texture have already been used. - I sort the glyphs from largest to smallest. - I try to keep the used space as close to a square as possible Hope that helps. Let me know if you have any questions. Jason 379 |
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From: J. P. <ja...@37...> - 2002-06-13 14:18:57
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Version 0.3.1 is now available on the website at http://www.379.com/f4/ The big addition for this go-round is the new scene manager package. It isn't optimized (no spatial partitioning mostly) so it won't be useful for anything more than toy apps, but it will let you know where I'm headed. I'm using it to visualize 3D data from a racetrack, so it is somewhat useful, even if the FPS is low. I also added a sphere/tri-mesh collider using Pierre Terdiman's OPCODE library, and improved the GNU build scripts a bit. Before the next release I need to get a 3D car on a 3D track along with that 3D data, so I'll be trying to make the scene API run a good deal faster. And as an aside, I've figured out a way get rid of all of those SCRIPT_METHOD(...) macros, but I'm not sure if that will make the next release or not, as it involves a fair amount of new code behind the scenes. As always, comments and criticisms welcome, Jason 379 |
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From: J. P. <ja...@37...> - 2002-06-02 19:00:19
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I've integrated Pierre Terdiman's OPCODE library into the collider module. Only sphere/mesh tests work at the moment, but I'll be adding more in future. Other than a few minor fixes and more documentation, what's in cvs now will be the 0.3.1 release. If you haven't been keeping up, I've replaced the scene manager from the 0.2.x releases and added some examples to show how to use it. Jason 379 |
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From: J. P. <ja...@37...> - 2002-05-15 12:23:40
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Just a quick FYI...I've worked out a prototype of a new scene manager, and I've started to add code and docs to cvs. There isn't much there yet but I'll be adding more over the next several days. I've started using this API in our (racing) game and it works pretty well. Let me know what you think. Jason 379 |
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From: J. P. <ja...@37...> - 2002-04-25 13:38:35
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Hello, I've noticed that several people have joined the mailing list since the 0.3 release, I just wanted to post a quick note to let you know that this list is not dead. I am making headway on a new high-level scene manager for F4, though attempting to distribute it over a network makes me rather dizzy. ;) Any questions or comments, post them here and I'll be glad to respond. Jason 379 |
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From: J. P. <ja...@37...> - 2002-04-10 13:50:02
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I have just released F4 version 0.3.0. This is mainly a cleanup release, so it doesn't add much new functionality (see the changelog below), but a lot of code has been shuffled around. A notable omission from this release is the scene management code (Node, etc.), which I have removed. The system used in 0.2.1 was too inflexible and too tighly coupled to the other services. This makes F4 more low-level, but more flexible as well. I have also moved all of the source code into cvs on sourceforge, details are on the website. My goal for the 0.3.x releases is to develop a distributed scene manager. If anyone has any brilliant ideas, insights, or references on the topic they would be willing to share, please let me know! Jason 379 ----- Version 0.3.0 (08-Apr-2002) ---------------------------- Removed as many interdependencies between services as possible. The only engine code that is now truly "required" in an F4 application is the core and scripting services, the memory manager, and the platform and math libraries. Most of the changes in this version (and there are a *lot*) reflect this newly enforced separation. The scene graph system used in previous versions turned out to be a dead end, and it has all been removed. This release does not include a scene manager, specifically so I can make sure that it can work independently of one. As a result, many of the service interfaces have become more low-level. The collision service now uses ODE under the hood and supports all of the ODE shapes. Overhauled the memory manager, added code to pool small (<4K) allocations together into larger pages to improve performance and reduce memory fragmentation. <memory.h> has been removed from <core.h>, and must now be included manually in each file. This allows it to always be last, avoiding conflicts. Upgraded Lua to 4.1-work3, made some performance improvements in the scripting interface. A bunch of new work on the I/O service. Mounted filesystems are now named and must be referenced explicitly during file operations. Added OutputStream for data output, and IOFilter for processing data as it moves to/from a stream. Created a new Text service to handle both font generation and rendering. Uses code from FreeType2 to generate new texture fonts on the fly from TrueType or Type1 files, pretty cool. The StdIO library now includes a .BMP importer, a .PNG exporter, support for my own .4FNT format for texture fonts, and a zlib filter for reading and writing compressed streams. Created StdLib package and started added some basic shape services for quick prototyping. Took a first pass at the mouse event handling. The physics package now provides a ContactPhysics service for specifying the physical properties for a collision response. The input mapping code has been moved out of System and into the StdLib package. Additional parameters have been made available to control the button<->axis conversions. |
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From: J. P. <ja...@37...> - 2002-03-22 18:27:27
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Another development snapshot is available at http://www.379.com/f4/ This one contains the new font generation (using FreeType) and text rendering services, as well as the start of the vertex buffer interface. Plus the usual assortment of miscellaneous changes and bug fixes. Plus a new version of NinjaFork that actually keeps score ;) User input handling + physics = 0.3 release, soon. Jason 379 |
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From: nnpcompany n. <nnp...@on...> - 2002-03-20 22:23:18
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From: J. P. <ja...@37...> - 2002-03-06 22:29:00
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Another 0.3 snapshot is on the website. This snapshots contains quite a few improvements to the script system, the new collision detection services, and the latest version of "NinjaFork!", a silly 2D shoot-em-up written with F4/Lua. Coming soon: text rendering and font generation (using FreeType) packages. BTW - if there is a particular bit of 0.2.1 code that you are interested in getting into 0.3, let me know and I'll try to prioritize it. Unless I hear otherwise, I'm moving things over as I need them for my own work (and as Kane needs them for NF). Enjoy, Jason 379 |
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From: J. P. <ja...@37...> - 2002-02-22 17:25:29
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I didn't realize that there was new entry on Flipcode today. I guess Kurt reads the sweng-gamedev list too. He's everywhere! Jason 379 |
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From: Pierre T. <p.t...@wa...> - 2002-02-22 05:05:13
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Hmm, are there people on the ML ? I see new F4 development releases announced on Flipcode, but not on the ML... Looks weird, uh ? Just a thought....... Pierre |
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From: Pierre T. <p.t...@wa...> - 2002-01-24 12:10:07
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Hi everyone. Two little things: 1) In f4.h : typedef char Int8; ///< An 8 bit signed integer. typedef unsigned char UInt8; ///< An 8 bit unsigned integer. typedef short Int16; ///< A 16 bit signed integer. typedef unsigned short UInt16; ///< A 16 bit unsigned integer. typedef int Int32; ///< A 32 bit signed integer. typedef unsigned UInt32; ///< A 32 bit unsigned integer. See anything weird ? The last line is probably supposed to be "unsigned int UInt32" in sake of coherency. [of course it's not a real bug, but some cosmetic stuff] 2) I had a link error when compiling in release mode. It was explicitely linked to a missing lib in the Project Settings. I removed it, it worked. I don't remember which lib it was but just check the differences between Debug & Release settings and you'll find it. F4 is a nice little engine, Jason. ----- Original Message ----- From: J. Perkins <ja...@37...> To: F4-L <fla...@li...> Sent: Thursday, January 24, 2002 1:47 AM Subject: [F4-users] Status and future thoughts > I've finished my first pass on my vehicle dynamics stuff (separate > project), so I can get back to the engine development for a while. Not > that I ever really got away from it...I've got the core and script > services running under Linux, along with a new memory manager. I had > heard that pooling same sized allocations would give a net speedup over > the standard allocators but I didn't realize how much: a test of 10M > random allocations and frees took 9+ seconds instead of 28+. > > I have also started a new page of stream-of-thought ramblings on the > design ideas. I'm working on a new and improved scene/entity management > scheme now. I'll be adding more over the next few days but you can see > it now at http://www.379.com/f4/design.html. Thoughts and comments > welcome as always. > > Jason > 379 > > > _______________________________________________ > flatfour-users mailing list > fla...@li... > https://lists.sourceforge.net/lists/listinfo/flatfour-users |
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From: J. P. <ja...@37...> - 2002-01-24 00:50:21
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I've finished my first pass on my vehicle dynamics stuff (separate project), so I can get back to the engine development for a while. Not that I ever really got away from it...I've got the core and script services running under Linux, along with a new memory manager. I had heard that pooling same sized allocations would give a net speedup over the standard allocators but I didn't realize how much: a test of 10M random allocations and frees took 9+ seconds instead of 28+. I have also started a new page of stream-of-thought ramblings on the design ideas. I'm working on a new and improved scene/entity management scheme now. I'll be adding more over the next few days but you can see it now at http://www.379.com/f4/design.html. Thoughts and comments welcome as always. Jason 379 |
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From: J. P. <ja...@37...> - 2001-11-26 02:08:29
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Version 0.2.0 of the F4 Engine has been released. Visit the website at http://www.379.com/f4/ for more information. Jason 379 |