From: brett l. <wak...@gm...> - 2006-05-25 22:01:33
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Over the last couple days I've been scouring the web to find some way of converting the tiles generated by TileDesigner into the SVG format. As we discussed many months ago, TileDesigner's abilty to export to SVG is broken and unusable. So... I've been able to export the tiles in PostScript (ps) format, and use a utility called pstoedit to convert them to SVG. Unfortunately, pstoedit adds a few things to the image that requires further adjustments. Doubly unfortunate is that I haven't found a way to automate these adjustments. Which means that I'll have to manually tweak each and every one of the 460-some tiles. However, once this is done, I can start looking at modifying the code to use the Batik library to display the SVG tiles instead of those ugly GIFs. ---Brett. |
From: brett l. <wak...@gm...> - 2006-05-29 21:23:54
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Ok... I've committed a working SVG tileset and changed ImageLoader to load from the SVG images instead of the GIFs. Right now the loading is done using a bit of a hack, but it works. I'll look at improving upon it a little later. Also, I committed another SVG test application that shows an example of loading the SVG to an off-screen buffer. In the future, I think this might be a good way of handling loading the SVG graphics asynchronously, which ought to reduce some of the load times when starting up a game. ---Brett. On 5/25/06, brett lentz <wak...@gm...> wrote: > Over the last couple days I've been scouring the web to find some way > of converting the tiles generated by TileDesigner into the SVG format. > > As we discussed many months ago, TileDesigner's abilty to export to > SVG is broken and unusable. > > So... I've been able to export the tiles in PostScript (ps) format, > and use a utility called pstoedit to convert them to SVG. > > Unfortunately, pstoedit adds a few things to the image that requires > further adjustments. > > Doubly unfortunate is that I haven't found a way to automate these > adjustments. Which means that I'll have to manually tweak each and > every one of the 460-some tiles. > > However, once this is done, I can start looking at modifying the code > to use the Batik library to display the SVG tiles instead of those > ugly GIFs. > > ---Brett. > |
From: Erik V. <eri...@hc...> - 2006-05-29 21:32:22
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Great! One thing: you have checked in the tiles, but apparently not the loading code. Erik.=20 > Ok... I've committed a working SVG tileset and changed ImageLoader to > load from the SVG images instead of the GIFs. >=20 > Right now the loading is done using a bit of a hack, but it works. > I'll look at improving upon it a little later. >=20 > Also, I committed another SVG test application that shows an example > of loading the SVG to an off-screen buffer. >=20 > In the future, I think this might be a good way of handling loading > the SVG graphics asynchronously, which ought to reduce some of the > load times when starting up a game. >=20 >=20 > ---Brett. >=20 >=20 > On 5/25/06, brett lentz <wak...@gm...> wrote: > > Over the last couple days I've been scouring the web to=20 > find some way > > of converting the tiles generated by TileDesigner into the=20 > SVG format. > > > > As we discussed many months ago, TileDesigner's abilty to export to > > SVG is broken and unusable. > > > > So... I've been able to export the tiles in PostScript (ps) format, > > and use a utility called pstoedit to convert them to SVG. > > > > Unfortunately, pstoedit adds a few things to the image that requires > > further adjustments. > > > > Doubly unfortunate is that I haven't found a way to automate these > > adjustments. Which means that I'll have to manually tweak each and > > every one of the 460-some tiles. > > > > However, once this is done, I can start looking at=20 > modifying the code > > to use the Batik library to display the SVG tiles instead of those > > ugly GIFs. > > > > ---Brett. > > >=20 >=20 > ------------------------------------------------------- > All the advantages of Linux Managed Hosting--Without the Cost=20 > and Risk! > Fully trained technicians. The highest number of Red Hat=20 > certifications in > the hosting industry. Fanatical Support. Click to learn more > http://sel.as-us.falkag.net/sel?cmd=3Dk&kid=107521&bid$8729&dat=121642 > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel >=20 >=20 |
From: brett l. <wak...@gm...> - 2006-05-30 02:38:11
|
Doh... the cvs commit didn't catch all the files. It's all up there now. ---Brett. On 5/29/06, Erik Vos <eri...@hc...> wrote: > Great! > One thing: you have checked in the tiles, but apparently not the loading > code. > Erik. > > > Ok... I've committed a working SVG tileset and changed ImageLoader to > > load from the SVG images instead of the GIFs. > > > > Right now the loading is done using a bit of a hack, but it works. > > I'll look at improving upon it a little later. > > > > Also, I committed another SVG test application that shows an example > > of loading the SVG to an off-screen buffer. > > > > In the future, I think this might be a good way of handling loading > > the SVG graphics asynchronously, which ought to reduce some of the > > load times when starting up a game. > > > > > > ---Brett. > > > > > > On 5/25/06, brett lentz <wak...@gm...> wrote: > > > Over the last couple days I've been scouring the web to > > find some way > > > of converting the tiles generated by TileDesigner into the > > SVG format. > > > > > > As we discussed many months ago, TileDesigner's abilty to export to > > > SVG is broken and unusable. > > > > > > So... I've been able to export the tiles in PostScript (ps) format, > > > and use a utility called pstoedit to convert them to SVG. > > > > > > Unfortunately, pstoedit adds a few things to the image that requires > > > further adjustments. > > > > > > Doubly unfortunate is that I haven't found a way to automate these > > > adjustments. Which means that I'll have to manually tweak each and > > > every one of the 460-some tiles. > > > > > > However, once this is done, I can start looking at > > modifying the code > > > to use the Batik library to display the SVG tiles instead of those > > > ugly GIFs. > > > > > > ---Brett. > > > > > > > > > ------------------------------------------------------- > > All the advantages of Linux Managed Hosting--Without the Cost > > and Risk! > > Fully trained technicians. The highest number of Red Hat > > certifications in > > the hosting industry. Fanatical Support. Click to learn more > > http://sel.as-us.falkag.net/sel?cmd=3Dk&kid=107521&bid$8729&dat=121642 > > _______________________________________________ > > Rails-devel mailing list > > Rai...@li... > > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > > > > > > ------------------------------------------------------- > All the advantages of Linux Managed Hosting--Without the Cost and Risk! > Fully trained technicians. The highest number of Red Hat certifications i= n > the hosting industry. Fanatical Support. Click to learn more > http://sel.as-us.falkag.net/sel?cmdlnk&kid=107521&bid$8729&dat=121642 > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Erik V. <eri...@hc...> - 2006-05-30 22:13:58
|
OK, it now works, although the visual appearance has not really improved, to put it mildly. But I guess that is a matter of fine-tuning. I have not looked at the code yet. In the meantime I have been working on the Stock Round view/model interface, with the goal to let the GUI only enable allowed actions. So if you have only $80, buy-buttons for companies with a higher price will not be highlighted, etc. Similar when you own 60% or are at a certificate limit. Next thing will be to apply the same procedure to selling (not done yet). The check for bankruptcy will then become very simple: you must raise cash but the list of shares allowed to be sold is empty. I have accomplished this in a similar way as for the trains a while ago: a new class TradeableCertificate is used to create lists of allowed buy or sell options. Erik. > Doh... the cvs commit didn't catch all the files. > > It's all up there now. > |
From: brett l. <wak...@gm...> - 2006-05-30 22:56:48
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On 5/30/06, Erik Vos <eri...@hc...> wrote: > OK, it now works, although the visual appearance has not really > improved, to put it mildly. But I guess that is a matter of fine-tuning. > I have not looked at the code yet. Yeah, I know. Part of this is an issue with the BufferedImageTranscoder. Put simply, we're parsing the SVG, then rasterizing it, then displaying the rasterized version. This is definitely not the ideal way of handling image rendering. However, first I want to take a look at implementing a Scale class that allows us to dynamically set the tile scale. I think that will make dealing with the rendering issues a lot easier. It will also allow me to move all of the explicit number values we have floating around into a single place. > > In the meantime I have been working on the Stock Round view/model interface, > with the goal to let the GUI only enable allowed actions. > So if you have only $80, buy-buttons for companies with a higher price > will not be highlighted, etc. Similar when you own 60% or are at a > certificate limit. > > Next thing will be to apply the same procedure to selling (not done yet). > The check for bankruptcy will then become very simple: you must raise > cash but the list of shares allowed to be sold is empty. > Makes sense. I think this is a great way to achieve this. ---Brett |