libksd-devel Mailing List for LibKSD - The C++ Game Framework
Status: Beta
Brought to you by:
xevol
You can subscribe to this list here.
| 2001 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(2) |
Nov
(6) |
Dec
(1) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2002 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(1) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2003 |
Jan
|
Feb
|
Mar
|
Apr
(1) |
May
(6) |
Jun
|
Jul
(2) |
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2005 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(2) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
|
From: <bar...@po...> - 2005-05-27 15:06:04
|
暮らしの情報館 ( 少しの工夫で快適生活 ) ┏━━━━━━━━━━━━━━━━━━━━┓ ◇◆◇ ◇◆◇ ◇◆◇◆◇ 暮らしの情報館(パソコン編) ◇◆◇◆◇ ◇◆◇ <2005/5月> ◇◆◇ ┗━━━━━━━━━━━━━━━━━━━━┛ せっかく持っているパソコン。 パソコンを使って何かできることはないか? ということで、 今回ご紹介する情報は在宅業務を扱う実績のある会社の紹介です。 <特徴> ┣データ入力の仕事です。 ┣登録して即仕事に入っていただく関係上、 ┣ 早めの収入に結びつきます。 ┣スキルチェックは必要ありません。 ┣副業としての登録も可能です。 ┣年齢は20〜70歳まで。 ┣日本であればどこでもお仕事できます。 ┣長期間、安心保障で仕事ができます。 ┣責任感のあるかた、お待ちしてます。 ┗━━━━━━━━━━━━━━━http://www.kawara.rulez.jp/ ◎◎◎在宅ワークってどこも同じじゃないの?とお思いの方◎◎◎ 確かに・・・ ▼なかなか合格できないレベルチェック ▼資格取得を義務付ける在宅ワーク業者 ▼高額な教材を購入して勉強しなければならない ▼特殊なソフトやプリンターなどがなければできない業務 ▼やっと仕事!と思ってもなかなか受注できない倍率の高さ ▼やっと報酬!と思っても数千円しかもらえない などなど・・・。 ◎◎◎今回の業務はこのようなことは一切ありません◎◎◎ 【その反面】 ▼今回の業務は莫大に設けられる、とかほとんど仕事をしなくても 収入が得られるとかそういう仕事ではありません。 ◇正直なところ◇ ▼データ入力ですから効率がすごくよい仕事でもありませんし、単純 作業ですから飽き易い方にはあまり向いている仕事とは言えません。 ▼空いた時間で仕事をしていただきその業務に見合った報酬を得られる というごく一般的な仕事です。 ▼ただ真面目に仕事を考えている方には、万全の体制でサポートをして まいりますし、スキルチェックなしで業務に入っていただくため、 即収入につながります。 ∞∞∞興味のある方は下記から資料請求(無料)ください∞∞∞∞∞∞∞∞∞ ◇ http://www.kawara.rulez.jp/ ◇ 人数枠の都合がありますので、なるべくご希望に添った対応を するためにもお早めのご連絡をお願いします。 ∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞ ----------------------------------------------------------------- ※資料請求手順 ----------------------------------------------------------------- <資料請求手順> 1. 『http://www.kawara.rulez.jp/』へアクセスする。 2. 『トップ画面』→『資料請求』 3. フォームにしたがって必要事項を入力する。 4. メールアドレスはお間違えのないように入力してください。 5. 必要事項をすべて入力し、『送信』をクリック。 ================================================================= <送信事業者>(株) マスウェーブ 住所:栃木県宇都宮市大通り4-2-10 <依頼事業者>SOHOなびクラブ 東京都江東区東陽4-3-1 TEL 03-6425-2182 - 暮らしの情報館(パソコン編)------------------- 掲載内容についての詳細、サービス内容については、(株)マスウェーブ ではお答えすることができません。メール中でご案内している各団体・ 企業等のお問い合わせ窓口をご確認ください。 特定商取引法施行規則 <受け取りを希望しない場合の連絡方法> 関係のない方に届きました場合お詫び申し上げます。今後一切の配信を 拒否する場合はお手数ですが、下記のアドレスに「受信拒否」の件名で 送信してください。 in...@ka... |
|
From: Ken W. <kwe...@gm...> - 2005-05-12 02:51:43
|
I see that it has been a while since work has been done on this project, bu= t=20 I'll ask anyhow :) Python 2.3.4 Scons: SCons by Steven Knight et al.: script: v0.96.1.D001, 2004/08/23 09:55:29, by knight on casablanca engine: v0.96.1.D001, 2004/08/23 09:55:29, by knight on casablanca I get the following error message with scons install: scons: Reading SConscript files ... AttributeError: 'module' object has no attribute 'SConscript': File "SConstruct", line 79: libltdl =3D Autoscons.libltdl.Build(env) File "/usr/local/src/libksd-0.1.0-pre2/Autoscons/libltdl/__init__.py", line= =20 13: return SCons.Script.SConscript.SConscript([ os.path.join(path, "SConstruct"= )=20 ], exports) Since I know nothing about this building process I'm open to suggestion. Thanks. --=20 Ken Weinert kwe...@gm... |
|
From: David S. <xe...@ne...> - 2003-07-18 20:55:46
|
Libksd 0.1.0-pre2 has finally gotten out the door. Some much time has gone into this release, I really can't describe all the changes since the last release! The two most recent changes have been: * Graphics core rewrite that massively cleans up the overall design. * Ported from make and the GNU Autotools to SCons. Over the last year, much of the code has been debuged and tweaked in many other ways, vastly improving it over the last release. Unfortunely, I don't keep a changelog so your just going to have to take my word for it! Happy hacking! -- David Snopek |
|
From: David S. <xe...@ne...> - 2003-07-13 17:54:08
|
I am nearly finished with 0.1.0-pre2 and plan to release sometime next week. The graphics core and build system rewrites are complete. All thats left is a template for the M4 macro and a new INSTALL file describing how to build/install libksd with SCons. I would like to ask everyone to please test the build/install on there systems and report any showstoppers. I know that the build system is still far from perfect and will continue to undergo massive improvements as time goes on. But to get this release out the door, I just need to know if it fails to properly build or install. Thank you. -- David Snopek Satellite Computing Solutions, LLC |
|
From: David S. <xe...@ne...> - 2003-05-27 21:07:22
|
> Yes, I'm still alive and check in on the project every now and again. I > even have a little pet project to use libksd upon, so I've returned. I > just wanted to make a very simple suggestion that > include/pagebuilder.php on the web site have the last few lines of the > file read: > [ ... snip ... ] > > or something similar--the $_SERVER['PATH_TRANSLATED'] part seems a > little hacked and my PHP is a little rusty. I'd just really love to know > when David et al. have updateed the varioous pages. I'm also a stickler > when it comes to copyright notices and the official libksd pages are a > bit lacking. I think you're right. As soon as I can get a chance I will make an appropriate update. Actually, if want to I think you still have shell access! > It's great to see things are beginning to come together a little quicker > than in the past and I see SAGE has begun to materialize as well. Well, the project was dead for a bit while I experimented with other projects. Now I have come back with a whole new set tools and design patterns that I am really excited to put to work on libksd. > Personally, I'm sick of PowerPoint and so I'm trying to put together a > little app to show music and sermon slides at church using a multihead > gtkmm/libksd setup (as in gtkmm for the GUI on monitor 1 and libksd for > display and FX on monitor 0). We'll see how it goes this > summer--especially since I hope to soon start work on a totally > different project for my M.S. report. Anyway, if I come up with > anything interesting on the ksd side of things I'll be sure to let you > know. I may come up with some extension code for gtkmm/libksd > interaction. Sounds like an interesting project that I would definitely like to use for my own purposes! Getting the multiheaded support might be a little difficult to do, but its certainly possible. Also, it should be fairly easy to use libksd and gtkmm together assuming that they don't share any common X resources. I would start in gtkmm and call the ksd::Init/ShutdownLibary calls and create your TApplication class by hand. I am really wondering what sort of GUI you need other than the slides them selves? It would be simple to use libksd_gui for prev/next slide buttons as well as binding keys for these purposes. I can't imagine the GUI would be for editing since both will be shown simultaneously? Anyway, keep me advised on its progress. If you post the code somewhere I would like to put in on the Projects page on the website. Thank you. -- David Snopek Satellite Computing Solutions, LLC |
|
From: David S. <xe...@ne...> - 2003-05-27 20:40:44
|
First, I would like to apoligize for the terribly late response. Either SourceForge changed the way their mailing lists work or I got magically un-subscribed from the list. I am currently going back and making copy/paste response to the e-mails I missed. > I have found out that I need pkg-config for libsigc, and scons > for configuring/compiling libksd(CVS). Unfortunately, scons > only processes the src/ directory and I can't seem to find a > way to create ksd_gui, which is what I want. I wonder whether > you have a solution for this. The libksd_gui build is being depreciated from the core, but the build scripts for it DO exist. Here is the command: $ scons src/gui Either that, or build the widget demo which will automatically cause the build of libksd_gui since it depends on it: $ scons demo/widget You need to use the latest scons (version 0.14) for integrated configure support. The pkg-config thing is a temporary problem. I plan implement a pure Python parser for pkg-config so that we can enjoy better portability. For example, I have never gotten pkg-config to compile under Windows. > You also might want to add a section to the README in the CVS > sources. Something like Compiling from CVS, in which pointers > to pkg-config and scons are given. It is not obvious from > libsigc it uses pkg-config, and pkg-config is not installed > everywhere. The same holds for scons. This is something I am planning to do as soon as the build system stabilizes. Moving from GNU automake, autoconf, libtool requires that I reimplement a lot of that functionality. I spent many monthes writting the basis for the autoconf replacement code which has now been integrated into the mainstream SCons. > I really hope you can tell me how to compile the CVS version, > as I cannot really do very much without a working dialog. Here are some simple commands to get you started: # cleans (ie. "make clean") scons -c # builds distribution scons dist (ie. "make dist") # builds the demos scons demos SCons has a really useful feature that if you give a directory as a target on the command line, it will build all the targets under that directory. For example, to build just libksd and libksd_gui, you could do: $ scons src I hope this helps! -- David Snopek |
|
From: David S. <xe...@ne...> - 2003-05-27 03:21:06
|
I have just commited the first phase of the graphics core rewrite to the libksd CVS repository. This change set includes the most fundamental changes I plan on making. The next steps include fine tuning the rest of the library (mostly the widget related code) to take advantage of the new internals. Like all "rewrites", this new code contains new bugs that we will have to iron out in the future. So if you have any work that depends on the CVS version of libksd, I suggest hanging onto the last version for the time being. The new graphics core affords the following advantages: - Much cleaner TSurface heirarchy. The code from 0.0.4 allowed for new TSurfaceData classes (with an additional layer of abstraction), which is an intriguing concept but the current libksd implementation is still completely bound to an SDL based TSurfaceData. In other words, you could add new TSurfaceData types but they wouldn't work, so why add more complexity. - Removed the overuse of functors and CPP macros in favor of proper object oriented design. - It is now possible to do drawing WITHOUT TCanvas. Previously, you were either stuck with the slowness of TCanvas or the complexity of using the KSD_DRAW macro. Now all TSurfaces have a make_iterator() function which will give you an ImageIterator that follows the dimensions, offset, and scroll of the TSurface. - A clearly defined protocol for interfacing libksd with C or C++ libraries that were designed to work with SDL and have no concept of libksd's structures. Libksd has done this internally with a few libraries but now it is possible to correctly do this (given that you follow the protocol) using the external API. Thank you. -- David Snopek Satellite Computing Solutions, LLC |
|
From: David S. <xe...@ne...> - 2003-05-27 03:15:09
|
I have just commited the first phase of the graphics core rewrite to the libksd CVS repository. This change set includes the most fundamental changes I plan on making. The next steps include fine tuning the rest of the library (mostly the widget related code) to take advantage of the new internals. Like all "rewrites", this new code contains new bugs that we will have to iron out in the future. So if you have any work that depends on the CVS version of libksd, I suggest hanging onto the last version for the time being. The new graphics core affords the following advantages: - Much cleaner TSurface heirarchy. The code from 0.0.4 allowed for new TSurfaceData classes (with an additional layer of abstraction), which is an intriguing concept but the current libksd implementation is still completely bound to an SDL based TSurfaceData. In other words, you could add new TSurfaceData types but they wouldn't work, so why add more complexity. - Removed the overuse of functors and CPP macros in favor of proper object oriented design. - It is now possible to do drawing WITHOUT TCanvas. Previously, you were either stuck with the slowness of TCanvas or the complexity of using the KSD_DRAW macro. Now all TSurfaces have a make_iterator() function which will give you an ImageIterator that follows the dimensions, offset, and scroll of the TSurface. - A clearly defined protocol for interfacing libksd with C or C++ libraries that were designed to work with SDL and have no concept of libksd's structures. Libksd has done this internally with a few libraries but now it is possible to correctly do this (given that you follow the protocol) using the external API. Thank you. -- David Snopek Satellite Computing Solutions, LLC |
|
From: Andrew S. H. <ste...@ha...> - 2003-05-22 16:17:16
|
I just wanted to notify the list that I submitted a bug: http://sourceforge.net/tracker/index.php?func=detail&aid=741832&group_id=12181&atid=112181 since it looks like the SF bug tracker has fallen to disuse. Cheers, Sterling -- <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> Andrew Sterling Hanenkamp http://Andrew.Sterling.Hanenkamp.com/ ste...@ha... / ste...@ci... I've taken the trash out innumerable times, I've taken the trash out in inclement climes, I've taken the trash out 'cuz that's what I do, But I *won't* take the trash out when you tell me to. -- Larry Wall |
|
From: Andrew S. H. <ste...@ha...> - 2003-05-22 02:48:44
|
Yes, I'm still alive and check in on the project every now and again. I
even have a little pet project to use libksd upon, so I've returned. I
just wanted to make a very simple suggestion that
include/pagebuilder.php on the web site have the last few lines of the
file read:
function EndPage()
{
echo "</td>";
echo "<td>Last updated <?= date('F j, Y', filemtime($_SERVER['PATH_TRANSLATED'])) ?>.<br>";
echo "Copyright © 2003 David Snopeck. All Rights Reserved.</td>"
echo "</tr> </table>";
echo "</BODY>";
echo "</HTML>";
}
};
?>
or something similar--the $_SERVER['PATH_TRANSLATED'] part seems a
little hacked and my PHP is a little rusty. I'd just really love to know
when David et al. have updateed the varioous pages. I'm also a stickler
when it comes to copyright notices and the official libksd pages are a
bit lacking.
It's great to see things are beginning to come together a little quicker
than in the past and I see SAGE has begun to materialize as well.
Personally, I'm sick of PowerPoint and so I'm trying to put together a
little app to show music and sermon slides at church using a multihead
gtkmm/libksd setup (as in gtkmm for the GUI on monitor 1 and libksd for
display and FX on monitor 0). We'll see how it goes this
summer--especially since I hope to soon start work on a totally
different project for my M.S. report. Anyway, if I come up with
anything interesting on the ksd side of things I'll be sure to let you
know. I may come up with some extension code for gtkmm/libksd interaction.
Cheers,
Sterling
--
<>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><>
Andrew Sterling Hanenkamp
http://Andrew.Sterling.Hanenkamp.com/
ste...@ha... / ste...@ci...
I've taken the trash out innumerable times,
I've taken the trash out in inclement climes,
I've taken the trash out 'cuz that's what I do,
But I *won't* take the trash out when you tell me to.
-- Larry Wall
|
|
From: Leon W. <l.w...@fz...> - 2003-04-26 12:15:16
|
Hi, First of all, I want to say I am impressed with the enormous amount of work you have put into libksd. I looks like the encapsulation of SDL functionality is very much C++ conform, and feels very logical. As you well know, there are some problems with libksd-0.0.4. My problem is that a menu I created (a dialog wich pops up only after pressing another button) does not seem to get input events. I feel this has been changed in 0.1-pre3, with the MoveToFront() function, but I cannot really tell since I cannot get the CVS sources to compile. I have found out that I need pkg-config for libsigc, and scons for configuring/compiling libksd(CVS). Unfortunately, scons only processes the src/ directory and I can't seem to find a way to create ksd_gui, which is what I want. I wonder whether you have a solution for this. You also might want to add a section to the README in the CVS sources. Something like Compiling from CVS, in which pointers to pkg-config and scons are given. It is not obvious from=20 libsigc it uses pkg-config, and pkg-config is not installed everywhere. The same holds for scons. I really hope you can tell me how to compile the CVS version, as I cannot really do very much without a working dialog. BTW: The documentation of the header files was surprisingly complete. Maybe if I get my own stuff to work I can write a=20 little tutorial game. I want to play with libksd anyway, so why not write it down? Regards, Leon Widdershoven=20 |
|
From: David S. <ds...@mi...> - 2002-06-10 14:01:45
|
What? A libksd release, finally? No, no, I am not dead. And, no, this isn't a even real release. There is still tons of work to be done before libksd 0.1.0. This pre-release is the first to cross-compile to Windows. There are Win32 binaries of the demos available from the source forge project page. You will notice that there is a major bug in the windows version: all the colors are wrong. I haven't gotten the opportunity to work on this bug yet, but I hope to soon (I don't have a Windows machine of my own right now! :-). Also, the Windows version doesn't support audio or OpenGL but surprisingly supports: image loading, shared libraries, and true type fonts. For, my next trick I am going to produce makefiles for building with the free Borland C++ compiler for a native Windows build. I would appreciate any help with porting libksd to other compilers/environments, including: mingw/msys, cygwin, Watcom, and VC++ (I have had one person offer to do this already, but the more the merrier). Please note that libksd now supports builds with STLport, which is a great porting tool. Enjoy. -- David Snopek |
|
From: David S. <xe...@ne...> - 2001-12-14 23:58:34
|
I have just set-up the SourceForge trackers for the libksd project. A tracker allows users and developers to post issues and then track them to completion. I plan to use these to help with the run up to stability. Here is breakdown of the trackers: - Bugs: Used for reporting all the bugs found. Since bugs will be out in the open, any developer can take them on and the users will aware of our limitations. I will also allow users to monitor certain bugs that affect their development. - Support Requests: Used by users to ask for help with using the library. By resolving problems publicly through the tracker, the users will get a database of solved problems. - Feature Requests: Self explanitory. -- David Snopek /-- libksd -- | The C++ Cross-Platform Game Framework | Only want to write it once?? | http://libksd.sourceforge.net \------------ |
|
From: David S. <xe...@ne...> - 2001-11-30 20:44:46
|
Andrew Sterling Hanenkamp wrote: > I just downloaded the newest version of libksd and tried to compile > it--using spare time I should be using for my final projects and > sleeping! ;) I had problems with autogen.sh so I got the latest > automake (1.5), autoconf (2.52), and libtool (1.4.2) and I still have > issues--albeit different ones. First of all, by "newest" are you refering to the CVS or the release?? For the release version, you do not need to run autogen.sh or have the any autotools at all!! What are your problems specifically?? I have run the build system on many different systems with different distributions and had success with them all. I suspect that your problems are system specific and if you give me the details I will try to provide a fix that accounts for a system like yours. (In fact, I wish that everyone who tried to compile libksd sent me a description of their problems because I don't have access to an infinite number of set-ups). > I do believe the build system must be > simplified and fixed. I mean no disrespect and am speaking as one with > little experience in these tools. The build system *has* been greatly simplified in the past two releases, to the point where I am satistfied with its design. > However, I have on more than one > occasion gone looking for another project to work on similar to this one > because of how cruddy the build system has treated me. This is a show > stopper, in my opinion. Agreed. But if it works fine with all my testing, how do I know what to fix?? More testing, on wider variety of systems is necessary! > Must we require such particular versions of > these build tools? The build system shouldn't need to be so specific > for building to work properly. The version requirements only affect those who build from CVS, aka the developers. And the build system has been greatly cleaned up, due to these new versions. In libksd 0.0.1 and 0.0.2 I had to do a number of complicated hacks to make up for missing functionality in libtool. Mainly, libtool could not link a libtool library to another libtool library (a very very big deal when considering libksd's modular design). Soon, these versions of the autotools will be standard in all majors distributions anyway. In my opinion, it is better to use the cleaner design and let the world catch up to us, than to cator to old inferior software, just because most people have it. -- David Snopek /-- libksd -- | The C++ Cross-Platform Game Framework | Only want to write it once?? | http://libksd.sourceforge.net \------------ |
|
From: Andrew S. H. <ste...@ha...> - 2001-11-30 06:29:49
|
I just downloaded the newest version of libksd and tried to compile
it--using spare time I should be using for my final projects and
sleeping! ;) I had problems with autogen.sh so I got the latest
automake (1.5), autoconf (2.52), and libtool (1.4.2) and I still have
issues--albeit different ones. I do believe the build system must be
simplified and fixed. I mean no disrespect and am speaking as one with
little experience in these tools. However, I have on more than one
occasion gone looking for another project to work on similar to this one
because of how cruddy the build system has treated me. This is a show
stopper, in my opinion. Must we require such particular versions of
these build tools? The build system shouldn't need to be so specific
for building to work properly.
Regards,
Sterling
David Snopek wrote:
> I just release LibKSD 0.0.4 today! I very happy with it! Here is the
> developer-style list of changes:
>
> - Reworked surface architecture to accomadate OpenGL
> - Replaced error with C++ style exceptions
> - Fixed up TSharedLibrary
> - Wrote some docuemtation
> - General API clean up
>
> The next release will be 0.1.0, the first developemental release!
> What this means is that we will no longer be do huge re-writes each
> release and focus more on adding new features and doing bug testing.
> After the next release we will be working up to 0.2.0, or the first
> stable release.
>
> Here is a list of things I want to finish for the 0.1.0 release:
>
> - Rewrite (hopeful the last goal that starts with that word) TWidget
> for more extensibility. Overall, I see TWidget as one big hack.
> Everytime I need a new feature I add some more widget flags to
> implement that feature. While some of these flags are valid: double
> buffer, accept input, etc., most are used just once. I need to make
> it possible to extend a widget generically and move all the valid
> widget flags down to TControl. This way users can add their own
> features that I didn't think of without editing the code.
> - I broke the drawing code a bit with the surface rewrite, mainly the
> clipping is incorrect. Fixing this is a priority for the next release.
> - Writting unit tests. I want to be able to work on various parts of
> the library and have the code automatically verify that we haven't
> broken anything. I want to institute a policy where if a bug is
> found, you must write a unit test to test for that bug. This way
> making sure that something similar is found before the code is released.
> - Audit the audio code. I haven't spent very much time in the audio
> code although I know that its reference counting mechanism is broken.
> I think we need to take a serious look at it.
> - Fix TApplication::Exit(). I was actually planning on doing this for
> the 0.0.4 release but didn;t get arround to it. But it must be
> finished in order to have a developemental release. (If you are
> unfamilar with this problem, I have documented in the source. See
> Application.{h,cpp}).
>
> Long term goals:
>
> - Make widget-set world class. This includes adding XML definitions,
> more themes, and a visual GUI builder.
> - Include a default OpenGL based 3D engine.
> - Implement the image loading code without SDL_image to provide image
> saving. We could problably copy all of SDL_image out for the image
> reading since we use the same license.
> - Add more sophisticated drawing code, including rotating,
> anti-aliased lines, brush images and patterns, etc.
> - Finish that damned input filter system!!
> - Add support for animations, including common anitmation formats:
> mpeg, mng, animated gif...
>
> I don't know how much of the long term goals will be finished for the
> first stable release. We'll just play that by ear. Hopefully, I can
> get this developemental release out in about two monthes (such is my
> goal! :-) so the real work can begin!
>
> -- David Snopek
>
> /-- libksd --
> | The C++ Cross-Platform Game Framework
> | Only want to write it once??
> | http://libksd.sourceforge.net
> \------------
>
>
>
> _______________________________________________
> libksd-devel mailing list
> lib...@li...
> https://lists.sourceforge.net/lists/listinfo/libksd-devel
>
--
<>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><>
Andrew Sterling Hanenkamp
http://Andrew.Sterling.Hanenkamp.com/
Ste...@Ha...
|
|
From: David S. <xe...@ne...> - 2001-11-25 01:25:40
|
I just release LibKSD 0.0.4 today! I very happy with it! Here is the
developer-style list of changes:
- Reworked surface architecture to accomadate OpenGL
- Replaced error with C++ style exceptions
- Fixed up TSharedLibrary
- Wrote some docuemtation
- General API clean up
The next release will be 0.1.0, the first developemental release! What
this means is that we will no longer be do huge re-writes each release
and focus more on adding new features and doing bug testing. After the
next release we will be working up to 0.2.0, or the first stable release.
Here is a list of things I want to finish for the 0.1.0 release:
- Rewrite (hopeful the last goal that starts with that word) TWidget for
more extensibility. Overall, I see TWidget as one big hack.
Everytime I need a new feature I add some more widget flags to implement
that feature. While some of these flags are valid: double buffer,
accept input, etc., most are used just once. I need to make it possible
to extend a widget generically and move all the valid widget flags down
to TControl. This way users can add their own features that I didn't
think of without editing the code.
- I broke the drawing code a bit with the surface rewrite, mainly the
clipping is incorrect. Fixing this is a priority for the next release.
- Writting unit tests. I want to be able to work on various parts of
the library and have the code automatically verify that we haven't
broken anything. I want to institute a policy where if a bug is found,
you must write a unit test to test for that bug. This way making sure
that something similar is found before the code is released.
- Audit the audio code. I haven't spent very much time in the audio
code although I know that its reference counting mechanism is broken. I
think we need to take a serious look at it.
- Fix TApplication::Exit(). I was actually planning on doing this for
the 0.0.4 release but didn;t get arround to it. But it must be finished
in order to have a developemental release. (If you are unfamilar with
this problem, I have documented in the source. See Application.{h,cpp}).
Long term goals:
- Make widget-set world class. This includes adding XML definitions,
more themes, and a visual GUI builder.
- Include a default OpenGL based 3D engine.
- Implement the image loading code without SDL_image to provide image
saving. We could problably copy all of SDL_image out for the image
reading since we use the same license.
- Add more sophisticated drawing code, including rotating, anti-aliased
lines, brush images and patterns, etc.
- Finish that damned input filter system!!
- Add support for animations, including common anitmation formats: mpeg,
mng, animated gif...
I don't know how much of the long term goals will be finished for the
first stable release. We'll just play that by ear. Hopefully, I can get
this developemental release out in about two monthes (such is my goal!
:-) so the real work can begin!
-- David Snopek
/-- libksd --
| The C++ Cross-Platform Game Framework
| Only want to write it once??
| http://libksd.sourceforge.net
\------------
|
|
From: David S. <xe...@ne...> - 2001-11-25 00:14:00
|
LibKSD 0.0.4 has been released! New in this version: - Support for OpenGL. - Cleaned up core API. - Improved shared library support. - Documentation. See http://libksd.sourceforge.net/ for more information!! -- David Snopek /-- libksd -- | The C++ Cross-Platform Game Framework | Only want to write it once?? | http://libksd.sourceforge.net \------------ |
|
From: Andrew S. H. <ste...@ha...> - 2001-11-16 17:07:52
|
Sweet! Sorry I disappeared. I haven't forgotten about the library, but this semester turned out to be a doozy. I've also decided to stay in school for my MSCS. First thing after school gets out in December, I'm going to put together my Contentment library for web development and then I'm going to get back to Blaster and libksd--I think Blaster is going to become much cooler too, now that I have a deeper understanding of AI from my AI and Machine Learning classes. Next semester I should be taking Computer Graphics which will give me a good excuse for working on the library too. ;) Cheers, Sterling David Snopek wrote: > It was a long and hard road but libksd now sports OpenGL support. > There is no layer to OpenGL, but you are free to code in native OpenGL > while still using all of the other features of the library. Yes, this > does include the widget set. I am going to try and beef up the code a > little bit and add some more documentation, but expect another release > by december! > > > -- David Snopek > > /-- libksd -- > | The C++ Cross-Platform Game Framework > | Only want to write it once?? > | http://libksd.sourceforge.net > \------------ > > > > _______________________________________________ > libksd-devel mailing list > lib...@li... > https://lists.sourceforge.net/lists/listinfo/libksd-devel > -- <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> <>< ><> Andrew Sterling Hanenkamp http://Andrew.Sterling.Hanenkamp.com/ Ste...@Ha... |
|
From: David S. <xe...@us...> - 2001-11-16 06:55:08
|
It was a long and hard road but libksd now sports OpenGL support. There is no layer to OpenGL, but you are free to code in native OpenGL while still using all of the other features of the library. Yes, this does include the widget set. I am going to try and beef up the code a little bit and add some more documentation, but expect another release by december! -- David Snopek /-- libksd -- | The C++ Cross-Platform Game Framework | Only want to write it once?? | http://libksd.sourceforge.net \------------ |
|
From: David S. <xe...@ne...> - 2001-10-10 03:49:07
|
Although I am the only active maintainer right now, I thought I would alert everyone to some nifty new maintainer makefiles. I have always had an alternate build system that I used because it was faster and made it easier to debug. But it was specific to my IDE of choice (code crusader). I got sick of maintaining both of them so I made a system that just reconfigures the normal system specifically for each demo. Its very simple to use. First go to the demo you want to work on and configure it: make -f Makefile.local config Then build with: make -f Makefile.local The compile times should be about 1/3 than with the normal system. This can be really helpful if you are just making changes and then testing with the same demo. And since everything is compiled statically, it should be easier to debug. -- David Snopek /-- libksd -- | The C++ Cross-Platform Game Framework | Only want to write it once?? | http://libksd.sourceforge.net \------------ |
|
From: David S. <xe...@ne...> - 2001-10-10 03:18:51
|
It has been a long time since I made a "productive" post to the mailing list; I hope *someone* still reads it! Today I just commited some major changes to the code and the build system that have improved shared library and plugin support. First of all, I updated some insane things I was doing in the build system that are no longer needed with the new version of libtool. Second, I replaced the former implementation of TSharedLibrary with a libltdl-based one. This gives has a number of advantages: 1. In the old implementation, you would have to add the plugin directory and the current one to LD_LIBRARY_PATH. It would look something like this: export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:.:/usr/local/lib/plugins/ksd This is no longer needed. It should work "out of the box"! 2. The filename used to open a shared library will be modifyed to suit the system it is on. This means that you specify "libimage.so" on windows it will load "libimage.dll". You can also specify file names without extensions (which I prefer! ;-) 3. It will emulate or add support on platforms that do not have shared libraries. You can either preload the libraries OR install GNU DLD (a dynamic linker). The moral of the story is that I believe the plugins will work on any *nix system. I would *really* appreciate it if everyone could download the most recent CVS and test it out. You have to configure the library with the --enable-plugins option and you *MUST* install it before any of the demos will run. -- David Snopek PS: This change was initiated in an effort to produce Windows binaries. I hope to be reaching that goal fairly soon. /-- libksd -- | The C++ Cross-Platform Game Framework | Only want to write it once?? | http://libksd.sourceforge.net \------------ |