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From: Ben S. <non...@us...> - 2002-04-08 21:33:23
|
nonchocoboy 2002/04/08 14:33:19 PDT Modified files: doc/design Makefile design.xml Added files: doc/design/figures README client_components.svg server_components.svg Log: Added component diagrams for client and server. We now use Jade to render the doc ... looks great and can handle the images decently. Revision Changes Path 1.3 +16 -5 brotha/doc/design/Makefile 1.19 +18 -2 brotha/doc/design/design.xml 1.1 +5 -0 brotha/doc/design/figures/README (new) 1.1 +248 -0 brotha/doc/design/figures/client_components.svg (new) 1.1 +311 -0 brotha/doc/design/figures/server_components.svg (new) http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/Makefile.diff?r1=1.2&r2=1.3&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.18&r2=1.19&diff_format=h http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/figures/README?rev=1.1&content-type=text/plain http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/figures/client_components.svg?rev=1.1&content-type=text/plain http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/figures/server_components.svg?rev=1.1&content-type=text/plain |
From: Ben S. <non...@us...> - 2002-04-08 20:08:15
|
nonchocoboy 2002/04/08 13:02:48 PDT Modified files: doc/design design.xml Log: XML Stylesheet once again point to the one on the web server. Watch out for overwriting this when you commit. Revision Changes Path 1.18 +3 -3 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.17&r2=1.18&diff_format=h |
From: Johnathan G. <da...@us...> - 2002-04-08 17:37:26
|
daren 2002/04/07 19:21:28 PDT Modified files: gamekernel/drivers/sdl SdlDriver.cpp Log: Disabled Repeating Keyboard Events. Revision Changes Path 1.11 +3 -3 lib/gamekernel/drivers/sdl/SdlDriver.cpp http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/drivers/sdl/SdlDriver.cpp.diff?r1=1.10&r2=1.11&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 17:29:18
|
nonchocoboy 2002/04/07 21:24:55 PDT Modified files: doc/design docbook.mk Log: Newer docbook build system. Revision Changes Path 1.2 +93 -8 brotha/doc/design/docbook.mk http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/docbook.mk.diff?r1=1.1&r2=1.2&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 17:20:34
|
nonchocoboy 2002/04/08 02:02:44 PDT Modified files: doc/design Makefile Log: Use Saxon7.0 to render the document. Also we need the latest docbook XSL. Revision Changes Path 1.2 +4 -2 brotha/doc/design/Makefile http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/Makefile.diff?r1=1.1&r2=1.2&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 17:06:36
|
nonchocoboy 2002/04/08 02:36:33 PDT Modified files: doc/design design.xml Log: - Now using classsynopsis tag for interface specification. - Described the UI module and the design issues surrouding it. Revision Changes Path 1.12 +92 -30 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.11&r2=1.12&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 17:06:29
|
nonchocoboy 2002/04/08 00:17:53 PDT Modified files: doc/design design.xml Log: Put the CSS stylesheet on the isugamedev web server so aegis doesn't keep accidentally committing the document with a link to the stylesheet in his home directory. Revision Changes Path 1.11 +3 -3 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.10&r2=1.11&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 16:44:49
|
nonchocoboy 2002/04/08 02:39:09 PDT Modified files: doc/design design.xml Log: Use NSPR instead of the long name for rendering reasons. Revision Changes Path 1.13 +4 -4 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.12&r2=1.13&diff_format=h |
From: Chad A. <ae...@us...> - 2002-04-08 16:44:49
|
aegis 2002/04/07 21:57:51 PDT Modified files: doc/design design.xml Log: added description of sound module Revision Changes Path 1.5 +6 -4 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.4&r2=1.5&diff_format=h |
From: Chad A. <ae...@us...> - 2002-04-08 16:44:45
|
aegis 2002/04/07 23:14:05 PDT Modified files: doc/design design.xml Log: added net module and subsystem descriptions Revision Changes Path 1.9 +8 -7 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.8&r2=1.9&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 16:44:27
|
nonchocoboy 2002/04/07 21:26:03 PDT Modified files: doc/design design.xml Log: Changed oointerface tags to classname tags. Revision Changes Path 1.4 +11 -10 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.3&r2=1.4&diff_format=h |
From: Chad A. <ae...@us...> - 2002-04-08 16:44:11
|
aegis 2002/04/07 22:45:17 PDT Modified files: doc/design design.xml Log: added short description of thread module... if you have additional items to write about, go ahead Revision Changes Path 1.8 +2 -2 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.7&r2=1.8&diff_format=h |
From: Josh C. <ta...@us...> - 2002-04-08 16:44:08
|
tamc 2002/04/08 04:52:34 PDT Modified files: doc/design design.xml Log: description of connMgr Revision Changes Path 1.16 +5 -4 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.15&r2=1.16&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 16:43:38
|
nonchocoboy 2002/04/08 00:09:23 PDT Modified files: doc/design design.xml Log: - Added appendix for external dependencies. - Reorganized client/server app docs. Revision Changes Path 1.10 +35 -6 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.9&r2=1.10&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 16:43:26
|
nonchocoboy 2002/04/08 03:20:52 PDT Modified files: doc/design design.xml Log: Various tweaks and fixes for grammer and spelling. Revision Changes Path 1.15 +22 -22 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.14&r2=1.15&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 16:39:42
|
nonchocoboy 2002/04/07 22:12:48 PDT Modified files: doc/design design.xml Log: Specified the interfaces for the Sound module. It currently has rendering problems when rendering to PDF ... I'll talk to patrick about it tomorrow. Revision Changes Path 1.6 +55 -13 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.5&r2=1.6&diff_format=h |
From: Josh C. <ta...@us...> - 2002-04-08 16:39:03
|
tamc 2002/04/08 05:44:11 PDT Modified files: doc/design design.xml Log: design issue for connMgr, description of report server Revision Changes Path 1.17 +73 -19 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.16&r2=1.17&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 16:38:46
|
nonchocoboy 2002/04/08 02:47:28 PDT Modified files: doc/design design.xml Log: Added phui to the list of external dependencies. Revision Changes Path 1.14 +8 -2 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.13&r2=1.14&diff_format=h |
From: Chad A. <ae...@us...> - 2002-04-08 15:43:43
|
aegis 2002/04/07 22:19:35 PDT Modified files: doc/design design.xml Log: added description of texture module Revision Changes Path 1.7 +5 -3 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.6&r2=1.7&diff_format=h |
From: Ben S. <non...@us...> - 2002-04-08 15:00:03
|
nonchocoboy 2002/04/07 20:23:18 PDT Modified files: doc/design design.xml Log: Modified section for modules to reflect the current, finalized list of modules in the app. Revision Changes Path 1.3 +357 -273 brotha/doc/design/design.xml http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/brotha/doc/design/design.xml.diff?r1=1.2&r2=1.3&diff_format=h |
From: Kevin M. <ke...@vr...> - 2002-04-08 14:37:18
|
you shouldn't even need a separate driver. you can implement keyrepeat on top of GameInput at the application level. simply make a class that wraps one of the InputInterfaces, watches the system clock and emits a callback or sets a flag the correct frequency over time to simulat keyrepeat... gettimeofday is a good place to start for system clock funcs. there are various cycle counters and such too... for network... not sure since there is no GameKernel network API to write to, you might have an interesting time doing it at the GameDriver level... A separate (new) API for networking (basically an abstraction) might be warranted, but there is already something we could use called VaPoR (in the Juggler project at sf.net)... you could extend that to SDL (since it doesn't support it already.) vapor supports NSPR, and unix sockets (BSD i think)... I don't think this abstract belongs in gamekernel (at least yet). gamekernel is simply for syncronization of input and displays (i.e. not a kitchen sink)... the isugamedev cvs server is more of a kitchen sink though, and a lib/netwrapper would be a good project to start (assuming you didn't want to reuse VaPoR which is already debugged and proven). Kevin @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sun, 7 Apr 2002, Johnathan G. wrote: > I turned it off; to re-enable it, the driver code must be hacked :P > A possible solution is to make a separate SdlDriver that does support > repeating Keyboard events, and then the user can either use one or the other. > I was thinking about doing that for the networking support. I was thinking > about making an input device that adheres to gamekernel's interfaces, and > having an SDL driver that uses SDL_net to use implement that input device. > It would only be useful for LAN applications, or networked infrared devices, > etc. Suggestions? > > Johnathan > > On Sunday 07 April 2002 17:50, you wrote: > > so it there a way I can toggle it without hacking the SDL code? > > > > It definately should not default to key repeat, but it *could* be > > available as a bonus feature. although since keyrepeat isn't supported by > > the GameKernel API, I'm not sure how you would turn it on or off... > > > > basically you can implement keyrepeat in terms of the non-keyrepeat mode. > > but you cannot immplement the non in terms of the other. :( > > > > therefore, you should choose the most flexible one... > > > > > The play control is more fluid without the repeating key events, but it > > > does work. > > > > I'm not sure I understand the "but". working and fluidness are both good > > right? I'm not sure why you'd ever want the jerkyness (at least with > > aster, which was a game designed to be fluid just like quake or unreal). > > > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > > Kevin Meinert __ _ __ > > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > > Virtual Reality Applications Center \ ||.-'|--\\ > > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > > ----------------------------------------------------------- > > > > On Sun, 7 Apr 2002, Johnathan G. wrote: > > > Sort of :p > > > The play control is more fluid without the repeating key events, but it > > > does work. > > > > > > If you'd like to compare the differences, comment out the following line > > > in SdlDriver.cpp > > > > > > (132) SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, > > > SDL_DEFAULT_REPEAT_INTERVAL); > > > > > > On Sunday 07 April 2002 05:24, you wrote: > > > > does this work without keyrepeat? aster was designed to not use > > > > keyrepeat (just like quake, unreal, etc...)... > > > > > > > > really cool this stuff now... :) thanks for the work! > > > > > > > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > > > > Kevin Meinert __ _ __ > > > > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > > > > Virtual Reality Applications Center \ ||.-'|--\\ > > > > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > > > > ----------------------------------------------------------- > > > > > > > > On Sat, 6 Apr 2002, Johnathan Gurley wrote: > > > > > daren 2002/04/06 14:25:34 PST > > > > > > > > > > Modified files: > > > > > gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h > > > > > Log: > > > > > At long last, the SDL driver is now functional. There have been a > > > > > few noteworthy changes... 1) The SDL driver DOES support repeating > > > > > keyboard events. This works a lot better if a user tries to hold > > > > > down a movement key to move forward, etc. > > > > > 2) The SDL driver no longer sits and waits idly for messages. It > > > > > will Poll devices for new events, and will continue to poll until all > > > > > events have been handled. Pretty much it will loop doing this > > > > > PollEvent, handle the event by changing the state of the kernel's > > > > > input devices, call kernel->getInput()->update(), and then loop again > > > > > until all queued events have been handled. Applications should be > > > > > aware that more than one input device can change states before their > > > > > onUpdate() function is called. > > > > > > > > > > 3) The flipside to no longer waiting idly for messages is that an > > > > > applications onUpdate() and onDraw() functions can be called without > > > > > any of the input devices changing states; ie, the user has not > > > > > entered any input. > > > > > > > > > > These methods seem to work really well with aster; check it out! > > > > > > > > > > Revision Changes Path > > > > > 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp > > > > > 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h > > > > > > > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gameker > > > > >nel/ drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h > > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gameker > > > > >nel/ drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h > > > > > > > > > > _______________________________________________ > > > > > ISUGameDev-commits mailing list > > > > > ISU...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > > > > > > > _______________________________________________ > > > > ISUGameDev-commits mailing list > > > > ISU...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > > > _______________________________________________ > > ISUGameDev-commits mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > _______________________________________________ > ISUGameDev-commits mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > |
From: Johnathan G. <da...@us...> - 2002-04-08 02:30:15
|
I turned it off; to re-enable it, the driver code must be hacked :P A possible solution is to make a separate SdlDriver that does support repeating Keyboard events, and then the user can either use one or the other. I was thinking about doing that for the networking support. I was thinking about making an input device that adheres to gamekernel's interfaces, and having an SDL driver that uses SDL_net to use implement that input device. It would only be useful for LAN applications, or networked infrared devices, etc. Suggestions? Johnathan On Sunday 07 April 2002 17:50, you wrote: > so it there a way I can toggle it without hacking the SDL code? > > It definately should not default to key repeat, but it *could* be > available as a bonus feature. although since keyrepeat isn't supported by > the GameKernel API, I'm not sure how you would turn it on or off... > > basically you can implement keyrepeat in terms of the non-keyrepeat mode. > but you cannot immplement the non in terms of the other. :( > > therefore, you should choose the most flexible one... > > > The play control is more fluid without the repeating key events, but it > > does work. > > I'm not sure I understand the "but". working and fluidness are both good > right? I'm not sure why you'd ever want the jerkyness (at least with > aster, which was a game designed to be fluid just like quake or unreal). > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > Kevin Meinert __ _ __ > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > Virtual Reality Applications Center \ ||.-'|--\\ > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > ----------------------------------------------------------- > > On Sun, 7 Apr 2002, Johnathan G. wrote: > > Sort of :p > > The play control is more fluid without the repeating key events, but it > > does work. > > > > If you'd like to compare the differences, comment out the following line > > in SdlDriver.cpp > > > > (132) SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, > > SDL_DEFAULT_REPEAT_INTERVAL); > > > > On Sunday 07 April 2002 05:24, you wrote: > > > does this work without keyrepeat? aster was designed to not use > > > keyrepeat (just like quake, unreal, etc...)... > > > > > > really cool this stuff now... :) thanks for the work! > > > > > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > > > Kevin Meinert __ _ __ > > > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > > > Virtual Reality Applications Center \ ||.-'|--\\ > > > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > > > ----------------------------------------------------------- > > > > > > On Sat, 6 Apr 2002, Johnathan Gurley wrote: > > > > daren 2002/04/06 14:25:34 PST > > > > > > > > Modified files: > > > > gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h > > > > Log: > > > > At long last, the SDL driver is now functional. There have been a > > > > few noteworthy changes... 1) The SDL driver DOES support repeating > > > > keyboard events. This works a lot better if a user tries to hold > > > > down a movement key to move forward, etc. > > > > 2) The SDL driver no longer sits and waits idly for messages. It > > > > will Poll devices for new events, and will continue to poll until all > > > > events have been handled. Pretty much it will loop doing this > > > > PollEvent, handle the event by changing the state of the kernel's > > > > input devices, call kernel->getInput()->update(), and then loop again > > > > until all queued events have been handled. Applications should be > > > > aware that more than one input device can change states before their > > > > onUpdate() function is called. > > > > > > > > 3) The flipside to no longer waiting idly for messages is that an > > > > applications onUpdate() and onDraw() functions can be called without > > > > any of the input devices changing states; ie, the user has not > > > > entered any input. > > > > > > > > These methods seem to work really well with aster; check it out! > > > > > > > > Revision Changes Path > > > > 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp > > > > 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h > > > > > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gameker > > > >nel/ drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gameker > > > >nel/ drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h > > > > > > > > _______________________________________________ > > > > ISUGameDev-commits mailing list > > > > ISU...@li... > > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > > > > > _______________________________________________ > > > ISUGameDev-commits mailing list > > > ISU...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > _______________________________________________ > ISUGameDev-commits mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits |
From: Kevin M. <ke...@vr...> - 2002-04-07 22:49:54
|
so it there a way I can toggle it without hacking the SDL code? It definately should not default to key repeat, but it *could* be available as a bonus feature. although since keyrepeat isn't supported by the GameKernel API, I'm not sure how you would turn it on or off... basically you can implement keyrepeat in terms of the non-keyrepeat mode. but you cannot immplement the non in terms of the other. :( therefore, you should choose the most flexible one... > The play control is more fluid without the repeating key events, but it > does work. I'm not sure I understand the "but". working and fluidness are both good right? I'm not sure why you'd ever want the jerkyness (at least with aster, which was a game designed to be fluid just like quake or unreal). @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sun, 7 Apr 2002, Johnathan G. wrote: > Sort of :p > The play control is more fluid without the repeating key events, but it does > work. > > If you'd like to compare the differences, comment out the following line in > SdlDriver.cpp > > (132) SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, > SDL_DEFAULT_REPEAT_INTERVAL); > > > On Sunday 07 April 2002 05:24, you wrote: > > does this work without keyrepeat? aster was designed to not use keyrepeat > > (just like quake, unreal, etc...)... > > > > really cool this stuff now... :) thanks for the work! > > > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > > Kevin Meinert __ _ __ > > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > > Virtual Reality Applications Center \ ||.-'|--\\ > > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > > ----------------------------------------------------------- > > > > On Sat, 6 Apr 2002, Johnathan Gurley wrote: > > > daren 2002/04/06 14:25:34 PST > > > > > > Modified files: > > > gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h > > > Log: > > > At long last, the SDL driver is now functional. There have been a few > > > noteworthy changes... 1) The SDL driver DOES support repeating keyboard > > > events. This works a lot better if a user tries to hold down a movement > > > key to move forward, etc. > > > 2) The SDL driver no longer sits and waits idly for messages. It will > > > Poll devices for new events, and will continue to poll until all events > > > have been handled. Pretty much it will loop doing this PollEvent, handle > > > the event by changing the state of the kernel's input devices, call > > > kernel->getInput()->update(), and then loop again until all queued events > > > have been handled. Applications should be aware that more than one input > > > device can change states before their onUpdate() function is called. > > > > > > 3) The flipside to no longer waiting idly for messages is that an > > > applications onUpdate() and onDraw() functions can be called without any > > > of the input devices changing states; ie, the user has not entered any > > > input. > > > > > > These methods seem to work really well with aster; check it out! > > > > > > Revision Changes Path > > > 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp > > > 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h > > > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/ > > >drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/ > > >drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h > > > > > > _______________________________________________ > > > ISUGameDev-commits mailing list > > > ISU...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > > > _______________________________________________ > > ISUGameDev-commits mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > |
From: Johnathan G. <da...@us...> - 2002-04-07 20:39:45
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Sort of :p The play control is more fluid without the repeating key events, but it does work. If you'd like to compare the differences, comment out the following line in SdlDriver.cpp (132) SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); On Sunday 07 April 2002 05:24, you wrote: > does this work without keyrepeat? aster was designed to not use keyrepeat > (just like quake, unreal, etc...)... > > really cool this stuff now... :) thanks for the work! > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > Kevin Meinert __ _ __ > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > Virtual Reality Applications Center \ ||.-'|--\\ > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > ----------------------------------------------------------- > > On Sat, 6 Apr 2002, Johnathan Gurley wrote: > > daren 2002/04/06 14:25:34 PST > > > > Modified files: > > gamekernel/drivers/sdl SdlDriver.cpp SdlDriver.h > > Log: > > At long last, the SDL driver is now functional. There have been a few > > noteworthy changes... 1) The SDL driver DOES support repeating keyboard > > events. This works a lot better if a user tries to hold down a movement > > key to move forward, etc. > > 2) The SDL driver no longer sits and waits idly for messages. It will > > Poll devices for new events, and will continue to poll until all events > > have been handled. Pretty much it will loop doing this PollEvent, handle > > the event by changing the state of the kernel's input devices, call > > kernel->getInput()->update(), and then loop again until all queued events > > have been handled. Applications should be aware that more than one input > > device can change states before their onUpdate() function is called. > > > > 3) The flipside to no longer waiting idly for messages is that an > > applications onUpdate() and onDraw() functions can be called without any > > of the input devices changing states; ie, the user has not entered any > > input. > > > > These methods seem to work really well with aster; check it out! > > > > Revision Changes Path > > 1.10 +31 -19 lib/gamekernel/drivers/sdl/SdlDriver.cpp > > 1.8 +4 -4 lib/gamekernel/drivers/sdl/SdlDriver.h > > > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/ > >drivers/sdl/SdlDriver.cpp.diff?r1=1.9&r2=1.10&diff_format=h > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/gamekernel/ > >drivers/sdl/SdlDriver.h.diff?r1=1.7&r2=1.8&diff_format=h > > > > _______________________________________________ > > ISUGameDev-commits mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits > > _______________________________________________ > ISUGameDev-commits mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits |