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From: Derek B. <db...@bi...> - 2008-11-13 10:00:02
|
Hi Anders, Just wondering how you were progressing on SW 4.0 and if you needed any volunteer beta testers... http://www.algonet.se/~afb/spriteworld/corespriteworld.html Pick me, pick me!! Cheers, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, North Sydney NSW 2060 Sydney, Australia email: dbolli at bigpond.net.au (home) ob. quote: "I watched Boston Legal nine times before I realized it wasn't the new Star Trek" Tracy from 30Rock s03e02@02:56 |
From: Derek B. <db...@bi...> - 2007-05-29 07:18:12
|
Hi Anders, It appears that Particles broken in SpriteWorldX a0.6. A call such as: NewParticle( gSpriteWorldP, // :dbolli:040523 21:28:27 SpriteWorldPtr spriteWorldP, 255, // :dbolli:040523 21:28:35 int red, 0, // :dbolli:040523 21:28:59 int green, 0, // :dbolli:040523 21:29:38 int blue, playerSpriteP->destFrameRect.right, // :dbolli:040523 21:29:42 short horizLoc, playerSpriteP->destFrameRect.top, // :dbolli:040523 21:30:00 short vertLoc, 0.0, // :dbolli:040523 21:30:09 float horizSpeed, 0.0, // :dbolli:040523 21:30:17 float vertSpeed, 10 ); // :dbolli:040523 21:30:27 short lifeRemaining) causes a crash in SWParticles.c at NewParticle Line 152 theColor = SDL_MapRGB(spriteWorldP->workFrameP- >frameSurfaceP->format, red, green, blue); Is there a fix for this planned? Thanks, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, North Sydney NSW 2060 Sydney, Australia email: db...@bi... (home) |
From: <af...@al...> - 2006-06-18 12:36:37
|
I compiled a SpriteWorldX version 0.6a1 from the CVS, and updated the web page with new design and CVS info. http://spriteworldx.sourceforge.net/ No real interesting stuff in this minor SWX update, but there is a roadmap for 1.0 features coming later today. --anders |
From: <af...@al...> - 2006-05-11 09:00:14
|
There is an upcoming SpriteWorldX release to match the new SDL version (1.2.10) and some other major revisions to the current SWX library and website itself... If you have any bugs, patches, requests, or want to help out with the release - use the Tracker at SourceForge (http://spriteworldx.sf.net/) or drop me an email. --anders |
From: <af...@al...> - 2006-02-01 09:06:05
|
In addition to the regular two Create/constructors, I've added two additional ones for special uses: SWCreateSpriteWorld SWCreateSpriteWorldFromVideoSurface SWCreateSpriteWorldFromSWSurface (new) SWCreateSpriteWorldFromGLContext (new) The first one uses a software surface for rendering, instead of blitting to a video surface (in the end). The second uses a custom OpenGL environment, that is: not the one that SDL constructs with useOpenGL=true. Also had to modify some other calls within the library itself, since certain SDL calls crash without a valid video surface... (e.g. SDL_DisplayFormat and SDL_UpdateRect, and some others) Fixed an embarrassing old bug with the GL callbacks, as well. --anders PS. These will be put to "special use" in SpriteWorldX 1.0 ;-) |
From: <af...@al...> - 2006-01-29 10:45:14
|
Added basic LZSS compression to the CVS... (ported from old SWCompressResource, in SW) See header: SpriteWorldX/Utils/SWCompression.h This might be used for some SWX file formats, like for instance tilemaps and similar data ? The regular flate compression is available too, with the (optional) zlib libraries. (HAVE_ZLIB) Both are fast, and they give "fair" results. LZSS has smaller code, and simpler licensing. Should give better results than for instance RLE. --anders |
From: <af...@al...> - 2006-01-29 10:17:21
|
Tinkering with "SWSounds", seems like SDL_sound doesn't add anything interesting that isn't in SDL_mixer already. So I'm going to replace the SDL_sound requirement with SDL_mixer instead. Looks it's a libsdl.org project, too: http://www.libsdl.org/projects/SDL_mixer/ [LGPL] Just like with SDL_image, you *will* be able to use SWX without it. Just that you will only get boring formats. By adding SDL_mixer you get music and 8 stereo channels. With the default SDL library, you only get one channel... And OpenAL will be linked in a similar fashion to OpenGL. i.e. it will be "weakly" dynamically linked, if available http://www.openal.org/ --anders PS. Naturally, I'm somewhat partial to MikMod "modules": http://www.algonet.se/~afb/mikmod/ (libmikmod 3.2.0) |
From: <af...@al...> - 2006-01-18 19:05:29
|
Luke Bailey wrote: > Thanks for the suggestions. I tried building SDL from the command > prompt but > ran into some linker issues. I believe my problem has to do with the > way my > Xcode install is creating the libSpriteWorldX.a file. I created a SDL > application using the SDL framework stationary, added all the > spriteworld > source and header files and was able to build and run successfully > both the > ScrollingDemo and Simple Spriteworld test apps. So if there are any > suggestions on how to the get library working, I would appreciate it. Basically there are two ways to link on Mac OS X: 1) UNIX style 2) NeXT style (OK, you can also link in CFM-style, but leaving that out of this discussion) For shared libraries, such as the ones you use for SDL since it is under the LGPL license which doesn't really lend itself to static linking, this becomes: 1) UNIX /usr/local/bin/sdl-config /usr/local/lib/libSDL.dylib /usr/local/include/SDL/*.h /usr/local/lib/libSDLmain.a 2) NeXT /Library/Frameworks/SDL.framework/Commands/sdl-config /Library/Frameworks/SDL.framework/SDL /Library/Frameworks/SDL.framework/Headers/*.h /Library/Frameworks/SDL.framework/Libraries/libSDLmain.a Unfortunately, both "sdl-config" and "libSDLmain.a" are missing from the regular SDL framework downloads as they believe you should do those yourself. (you can find the SDLmain.m source code under the SDL "devel-lite" folder. I firmly believe that SDLmain.m should *not* be included in user projects) The current SWX makefile for Mac OS X assumes you will be using the frameworks... But it does not include all the details on how to compile sdl-config/libSDLmain.a I will see if I can't do some better instructions, and complete my SDL installer: http://www.algonet.se/~afb/sdl/SDL-installer.png Notice also that there are at least three video drivers and even more variants of SDLmain on Mac OS X, though the "NIB-less" Cocoa variant is the usual one... --anders PS. Yes, you can install the libraries in other locations than the above two. Such as /sw for Fink, /opt/local for DarwinPorts, or ~/Library/Frameworks |
From: Luke B. <ja...@ww...> - 2006-01-18 16:46:46
|
Replies snipped for space Thanks for the suggestions. I tried building SDL from the command prompt but ran into some linker issues. I believe my problem has to do with the way my Xcode install is creating the libSpriteWorldX.a file. I created a SDL application using the SDL framework stationary, added all the spriteworld source and header files and was able to build and run successfully both the ScrollingDemo and Simple Spriteworld test apps. So if there are any suggestions on how to the get library working, I would appreciate it. Luke Bailey |
From: <af...@al...> - 2006-01-18 08:28:54
|
Derek Bolli wrote: >>> It seems that if a sprite isn't moving, it doesn't get shown >>> if the OpenGL blitter is being used. >> >> Using 3D api means redrawing the whole scene - each and every frame. > > As a quick and dirty fix, I added the following to=20 > SWAnimateSpriteWorld() > at line 1797 of=A0SpriteWorld.c > And this works, so thanks for the hint :) Fixed in CVS. --anders |
From: <af...@al...> - 2006-01-18 08:27:14
|
Derek Bolli wrote: > Here's a re-post from a few months ago... > >> Just to let you know (and continuing our discussion from >> a few months ago), I have successfully compiled the >> SpriteWorldX X 0.5 Demos in Xcode on OS X 10.4. >> >> The key to this (as you suggested) was to run and >> install the unix makefile for SDL (as opposed to installing >> the framework) and then to add >> >> Other Linker Flags = -L/usr/local/lib sdl-config --libs >> >> in the Xcode project info. Using the UNIX libraries for SDL is not key to getting it to work. It should work just fine with the frameworks too... But since Commands/wx-config is currently missing in the frameworks, and since "libSDLmain.a" doesn't ship as precompiled - work is needed. Here's a typical sdl-config, for a traditional UNIX setup: CFLAGS=-I/usr/local/include/SDL -D_THREAD_SAFE LDFLAGS=-L/usr/local/lib -lSDLmain -lSDL -framework Cocoa -framework OpenGL And here's what one *would* look like for the frameworks: CFLAGS=-I/Library/Frameworks/SDL.framework/Headers -D_THREAD_SAFE LDFLAGS=-L/Library/Frameworks/SDL.framework/Libraries -lSDLmain -framework SDL -framework Cocoa -framework OpenGL Using a .framework instead of regular .dylib shared libraries, makes the application easier to ship on Mac OS X. Just as one needs to wrap the program in a .app bundle, for it to work OK ? > I also managed to compile and run the demos from > unix makefiles but running from Xcode is sooooo > more satisfying :) Whether doing the settings from Xcode or from Makefile shouldn't affect the issue, only that Makefile format is more constant... :-) (SpriteWorld currently has three ProjectBuilder formats to test with) Unless there is a good way to export from Tiger to Panther, I think SpriteWorld X will ship with a Xcode 1 project - should be upgradeable. You can even build it without upgrading, by using "xcodebuild" command. --anders |
From: Derek B. <db...@bi...> - 2006-01-18 07:20:21
|
Hi Luke, Here's a re-post from a few months ago... Regards, Derek. From: Derek Bolli <db...@bi...> Date: 20 August 2005 10:24:46 AM To: Anders F Bj=F6rklund <af...@al...> Cc: spr...@li... Subject: [Spriteworldx-devel] Successfully Compiled SpriteWorldX X =20 0.5 Demos in Xcode on OS X 10.4 Hi Anders, Just to let you know (and continuing our discussion from a few months ago), I have successfully compiled the SpriteWorldX X 0.5 Demos in Xcode on OS X 10.4. The key to this (as you suggested) was to run and install the unix makefile for SDL (as opposed to installing the framework) and then to add Other Linker Flags =3D -L/usr/local/lib sdl-config --libs in the Xcode project info. The SpriteWorldX X 0.5 Demos will then compile and link successfully (with zerolink off). I also managed to compile and run the demos from unix makefiles but running from Xcode is sooooo more satisfying :) Thanks again for all your help. Keep well, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, Hornsby NSW 2077 Sydney, Australia email: db...@bi... (home) |
From: <af...@al...> - 2006-01-17 20:55:56
|
Luke Bailey wrote: > Both sample projects error immediately with an "EXC_BAD_ACCESS" error. > I've > tried debugging the programs, but a breakpoint on the first line does > nothing. > I've tested both SDL and SDL_image independently and both work. I can't reproduce this here. Installed the SDL.framework and SDL_image.framework fresh off the 'net, to make sure I wasn't linking to my usual SDL CVS sandbox... simple: /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0) @executable_path/../Frameworks/SDL.framework/Versions/A/SDL (compatibility version 1.0.0, current version 1.0.0) /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 11.0.0) @executable_path/../Frameworks/SDL_image.framework/Versions/A/ SDL_image (compatibility version 1.0.0, current version 1.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 88.1.2) Worked OK both using regular GNU Make, as well as using Xcode 2.2 (Mac OS X 10.4.4) Currently only the Xcode project builds a proper Mac OS X app, i.e. Simple.app What do you get if you do a : gdb ./simple ? (when it crashes, do a "bt" please) > I'm using Mac OS 10.4.4 with Xcode 2.2. The Spriteworld library > compiles fine > but nothing seems to work. The only other development libraries I have > installed are the SDL framework and the SDL_image framework. Only tricky part is that SDL 1.2.9 is missing both sdl-config and libSDLmain.a, so that you need to write/compile those yourself to port cross-platform programs. But the SWX Makefile should link to the frameworks directly on uname = "Darwin", and to make a /usr/local/lib/libSDLmain.a you only need to compile SDLMain.m ? I promised to do a *proper* SDL package for SDL, but never got around to it... --anders PS. I'm getting around to updating it to SWX 0.6, along with the regular SW 3.1 You will be able to find the source code updates in the CVS, as it unravels |
From: Luke B. <ja...@ww...> - 2006-01-17 14:47:02
|
I've been away from SpriteWorld X for a while but a new iBook has reawakened my desire to do some game programming. However, I seem to be having some problems getting SpriteWorld X working. Both sample projects error immediately with an "EXC_BAD_ACCESS" error. I've tried debugging the programs, but a breakpoint on the first line does nothing. I've tested both SDL and SDL_image independently and both work. I'm using Mac OS 10.4.4 with Xcode 2.2. The Spriteworld library compiles fine but nothing seems to work. The only other development libraries I have installed are the SDL framework and the SDL_image framework. Luke Bailey |
From: Derek B. <db...@bi...> - 2005-09-10 05:11:09
|
Hi Anders, On second thought, as a slightly "nicer" quick and dirty fix, the following alteration to SWAnimateSpriteWorld() at line 1797 of SpriteWorld.c fixes the problem and is also friendly to the SDL version blitter: // iterate through the sprites in this layer while (curSpriteP != NULL) { if (curSpriteP->isVisible) { if ( (curSpriteP->needsToBeDrawn) || (spriteWorldP- >useOpenGL) ) // :dbolli:050910 15:01:58 Added || (spriteWorldP- >useOpenGL) to force redraw under OpenGL { gSWCurrentElementDrawData = curSpriteP->drawData; // draw the sprite in the work area (*curSpriteP->frameDrawProc)( Regards, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, Hornsby NSW 2077 Sydney, Australia email: db...@bi... (home) |
From: Derek B. <db...@bi...> - 2005-09-10 04:45:28
|
On 06/09/2005, at 1:40 PM, Anders F Bj=F6rklund <af...@al...> wrote: > Derek Bolli wrote: > >> I think there's a bug in the OpenGL blitter for SpriteWorldX 0.5. >> [...] >> It seems that if a sprite isn't moving, it doesn't get shown >> if the OpenGL blitter is being used. >> > > That is likely, had similar problems with non-X SpriteWorld earlier... > > Using 3D api means redrawing the whole scene - each and every frame. > As a quick and dirty fix, I added the following to =20 SWAnimateSpriteWorld() at line 1797 of SpriteWorld.c // iterate through the sprites in this layer while (curSpriteP !=3D NULL) { if (curSpriteP->isVisible) { #ifdef =20 HAVE_OPENGL // :d=20= bolli:050910 14:32:59 curSpriteP->needsToBeDrawn =3D =20 true; // :dbolli:050910 14:32:38 Force =20 redraw under OpenGL #endif =20= // :dbolli:050910 14:32:54 if (curSpriteP->needsToBeDrawn) { gSWCurrentElementDrawData =3D curSpriteP->drawData; // draw the sprite in the work area (*curSpriteP->frameDrawProc)( And this works, so thanks for the hint :) Regards, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, Hornsby NSW 2077 Sydney, Australia email: db...@bi... (home) |
From: <af...@al...> - 2005-09-05 21:52:48
|
Derek Bolli wrote: > I think there's a bug in the OpenGL blitter for SpriteWorldX 0.5. > [...] > It seems that if a sprite isn't moving, it doesn't get shown > if the OpenGL blitter is being used. That is likely, had similar problems with non-X SpriteWorld earlier... Using 3D api means redrawing the whole scene - each and every frame. > I am using Xcode 2.1 on OS X 10.4.2. > > Any advice? I'm packaging SDL 1.2.9 first, and then I'm doing some SWX updates. August was a pretty busy month, so haven't even moved to Tiger yet. --anders |
From: Derek B. <db...@bi...> - 2005-09-03 01:57:52
|
HI Anders, I think there's a bug in the OpenGL blitter for SpriteWorldX 0.5. If I comment out the SWSetSpriteMoveDelta() loop in AddSprites() in Simple.c and re-compile, I get a blank screen. It seems that if a sprite isn't moving, it doesn't get shown if the OpenGL blitter is being used. If I un-comment the SWUpdateSpriteWorld() line in RunAnimation(), I get 15 very flickery non-moving donut sprites as I would expect. If I change Simple.ini to opengl = false, I get 15 non-moving donut sprites as I would expect. I am using Xcode 2.1 on OS X 10.4.2. Any advice? Thanks, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, Hornsby NSW 2077 Sydney, Australia email: db...@bi... (home) |
From: <af...@al...> - 2005-08-26 20:21:32
|
Derek Bolli wrote: > Just to let you know (and continuing our discussion from > a few months ago), I have successfully compiled the > SpriteWorldX X 0.5 Demos in Xcode on OS X 10.4. The new XCode 2.1 project format is something of a pain, if you are switching between Panther and Tiger (like me)... Good that it works, though. :-) (I've been "away" for a while) > The key to this (as you suggested) was to run and > install the unix makefile for SDL (as opposed to installing > the framework) and then to add > > Other Linker Flags = -L/usr/local/lib sdl-config --libs > in the Xcode project info. It seems like they still won't provide a proper sdl-config or libSDLmain.a with the SDL 1.2.9 release either. Shame... Anyway, it should work with both (i.e. both framework and library) --anders |
From: Derek B. <db...@bi...> - 2005-08-20 00:25:11
|
Hi Anders, Just to let you know (and continuing our discussion from a few months ago), I have successfully compiled the SpriteWorldX X 0.5 Demos in Xcode on OS X 10.4. The key to this (as you suggested) was to run and install the unix makefile for SDL (as opposed to installing the framework) and then to add Other Linker Flags = -L/usr/local/lib sdl-config --libs in the Xcode project info. The SpriteWorldX X 0.5 Demos will then compile and link successfully (with zerolink off). I also managed to compile and run the demos from unix makefiles but running from Xcode is sooooo more satisfying :) Thanks again for all your help. Keep well, Derek Bolli, Head Hacker, Bolli World HQ Computing Facility, Hornsby NSW 2077 Sydney, Australia email: db...@bi... (home) |
From: <af...@al...> - 2005-06-22 14:17:47
|
I'm going to do a huge commit to convert everything to plain spaces and ASCII... In the original Macintosh version, using tab characters and an 8-bit text encoding (used to be MacRoman, soon to be Latin-1) made sense, but it's not working portably. At least, the current SpriteWorldX sources are a mess of tab characters and spaces... And it also seems like different files use different text encodings (as in: not ASCII) So I'm going to change =A9 into (C), and my own last name into Bjorklund (or oe or something), and the tabs will be converted to space runs. Indent is set as 4 spaces, this hasn't changed. So there's a big CVS commit, but a really small "diff -b" Any remaining tab stops will be fixed at *8* chars wide, but the suggestion is to *not* use them (unfortunately) Will post some project coding style guidelines later on... But for now: no tab characters (#9), and no 8-bit characters. And, in case I have to remind anyone, plain ANSI C please :-) --anders PS. CVS should handle all of the line feed conversions, but the default is to use UNIX LF in tarballs and DOS CRLF in zips. |
From: <af...@al...> - 2005-06-16 07:54:53
|
The "naked" Doxygen documentation is now up at: http://spriteworldx.sourceforge.net/docs/ There are no added /// comments yet (almost), so it "just" shows the basic structure of it... With the comments added, it is actually quite nice. :-) In the real release, there will be CHM and PDF too. Too bad there is no way to generate CHM files on the Mac, so I have to copy it over to Windows to do it... :-( And to generate the PDF, you need a full Latex install. Use "make docs" or just "doxygen" (for the HTML), to generate the docs using http://www.doxygen.org/ There are a lot of SW docs, to be converted from HeaderDoc. (and adapted to the specifics of SpriteWorldX, of course...) --anders |
From: <af...@al...> - 2005-06-16 07:46:02
|
The old SpriteWorld "Classes" directory and files have now been integrated with the SWX headers... This allows you to use class wrappers to call the C functions, making the syntax somewhat cleaner. This is the "light" wrapper, which means that you still have to call "create" and "dispose" yourself. It's just a wrapper for the C functions and structs, but it does use exceptions instead of SWError codes. The "heavy" wrapper, with C++ structs (having methods) and proper ctor/dtor handling is currently "on hold"... The old way to do it was to create a SpriteWorld++, which then quickly forked off from the main path :-( See the new "ClassSimple.cpp" file (in the Simple dir), for an example on how to use them to run an animation ? It's all in the CVS. --anders |
From: <af...@al...> - 2005-06-13 08:47:52
|
Dave Peck wrote: >> Wonder if that has something to do with the SDL_image >> loading code ? Could you try changing the Simple.ini >> to load the .png file instead, see if that works ? > That broke simple: That's actually good, then we know that it is SDL_image... :-) Please check that these flags are being added to it: -DHAVE_SDL_IMAGE and -lSDL_image, and that it links ? ("otool -L" on Mac or "ldd" on Linux, on the binary) It should say something like: /usr/local/lib/libSDL_image-1.2.0.dylib (compatibility version 2.0.0, current version 2.4.0) --anders |
From: Dave P. <o-s...@de...> - 2005-06-13 08:41:36
|
That broke simple: dave@atreus ~/misc/swx/Simple > ./simple SDL_VideoMode: OpenGL: 1 Fatal error (#303). File:Simple.c Function:CreateBallSprite Line:126 -Dave On Jun 13, 2005, at 1:36 AM, Anders F Bj=F6rklund wrote: > Dave Peck wrote: > > >> Simple builds/runs fine, but ScrollingDemo exits with: >> SDL_VideoMode: >> OpenGL: 1 >> > > Wonder if that has something to do with the SDL_image > loading code ? Could you try changing the Simple.ini > to load the .png file instead, see if that works ? > > --anders > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: NEC IT Guy Games. How far can =20 > you shotput > a projector? How fast can you ride your desk chair down the office =20 > luge track? > If you want to score the big prize, get to know the little guy. =20 > Play to win an NEC 61" plasma display: http://www.necitguy.com/?r=3D20 > _______________________________________________ > Spriteworldx-devel mailing list > Spr...@li... > https://lists.sourceforge.net/lists/listinfo/spriteworldx-devel > |