Though nobody seems to read this...
I will rework some things in the engine. Main goals are:
- completely static engine class
- no further configfile support ( havent seen any use until now)
- error recognition rework
- new messenger to manage object connections (!!! important, will better avoid SIGSEGV on nullpointer in cause of messages sent to deleted objects)
-> of course, adapt manual... read more
With some minor changes to the source code, but with a completely new manual containing a step-by-step tutorial and complete API for the engine, its time to release a new version:)
Please do the tutorial if you are interested an mail me your feedback to sschnitzel@users.sourceforge.net
thx:D
lol, 36 downloads in the first 24 h?! a.) must have sth to do with the ranking of projects made by sourceforge and how they appear on the main site b.) there are people out there who waited for it. huhu! yes you can write me to sschnitzel@users.sourceforge.net if u want:)
Finally it's finished and Im glad about it:)
Now you have much easier worldfile syntax to use and no worry that misguided method calls catch the engine in one endless loop:)
So thanks for the downloads that kept me on programming, but however since I havn't got any feedback via mail or forum on my engine I will concentrate on one bigger project based on my engine so propably there will be less work on the engine in the future:)
Method excution control now finished, works fine:) Now I will see wether there are one or two minor changes i forgot, but mainly 1.3 should be finished:)
Adjusted worldfile saving method to the new worldfile syntax. Last step now: Introduce control who can call which method at which time to prevent endless loop, i.e. if simulation is running but worldfile is tried to be loaded.
Yeah, finally finished worldfile loading and adding methods:) Now will adjust worldfile saving method...and then, preparing engine for multithreading use (like when using with events in Qt)...and then, taking over the world;)
Finished some component changes for the engine can now add sobjects with tags and also prevents from having 2 sobjects with same tag (important!). Now i can finish method for parsing in a worldfile, "just" have to use other methods correctly, create info output macros and error reporting macros:)
downside is (oh yeah this didnt came to my mind until now^^) because of the new syntax i do also need to adjust the method for saving worldfiles^^ but since i dont need to parse any it will be much, much easier^^
Minor change of basic simulation object: can now have any tag!:)
...with implementing new + better .wrld file syntax. Not easy! Main code finished, but need error output macros, need small change of some Sfish components and general inclusion into engine. Work goes on:)
Here is demo video link: http://sourceforge.net/projects/sfish/files/sfishdemo.avi/download
It shows one simulation of neuronal nets created with Sfish by Tom Lüdtke for his exam. Thx to Tom for agreeing to publish:)
Since I finished my other project, I put my whole energy into improving Sfish. Next version will do a greater step with introducing one or two new features in addition to make sfish multi-thread-compatible.
In general I would like to get some mails, tell me what you think about Sfish!:)
I have looked onto the statistics first time in months and Wow!
There ARE downloads and every day about one visitor:D:D:D
Thats cool.
Besides that I will submit a new version with larger changes since I got some very interesting feedback from usage of Sfish in a simulation of neuronal nets.
Therefore the coming version will be Sfish 1.3.
Maybe I will upload the example simulation of neuronal nets, too:)
The release will be in the next future, but depends on how fast I can finish another running project:)
Some minor changes:
Added missing breaks in two switch statements;
Updated manual so its easier to read (more eye-friendly);
New make rule for sproxy_builder, so no more problems on i386.
Thx to mottenkiller for his reports;)
I opened the Open Discussion Forum ( http://sourceforge.net/projects/sfish/forums/forum/1039620/topic/3455153 ) for anonymous posts, for visitors not need to login or register.
Give me feedback!:D
Finally, after using my own engine for simulating neuronal nets and discovering the way of including sfish in other projects as crude, i submit the update with a much easier way of using the sfish engine in bigger software projects. Additionally the code was optimized to use less RAM memory, and many other changes were made in the background being to special to explain:)
1.2.1, one of my and hopefully your earlier Xmas presents;)
Woo-Hoo^^
The manual is still in work, but you can already follow a complete tutorial to develop a first simulation:)
Sadly, the manual is up to now only available in german; maybe there is someone interested in translating?:)