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From: Chris S. <csp...@ca...> - 2004-01-12 20:22:45
|
> The interface of a eye-candy game can still be simple. Don't get me > wrong. :) I know just keep it simple. If you don't know if it is simple ask a four year old to play it. > Which political statement do you actually mean? That SuperTux is > Free Software? It's a statement about Linux being the superior operating system. > Or that it's designed for kids? That's just a target audience if you ask me. > Anyway, the entertaining factor is the most important one like in any > other game out there. Every kid will agree here. :) Playability is the most important factor. Thinking big is great, but, right now everyone would probably be better served by honing their abilities and bringing supertux up to speed of even mario 1. -Chris |
From: Tobias <tob...@gm...> - 2004-01-12 20:06:21
|
Am Mo, den 12.01.2004 schrieb Chris Spencer um 14:35: > I disagree. > > I think the user interface needs to remain simple. It's for young kids. The interface of a eye-candy game can still be simple. Don't get me wrong. :) > To adults it makes a political statement. > > We ought to stress the political point as much or more than worrying > about the entertainment aspect. Don't get me wrong, it needs to be > entertaining but the message is more important than the game. Which political statement do you actually mean? That SuperTux is Free Software? Or that it's designed for kids? Anyway, the entertaining factor is the most important one like in any other game out there. Every kid will agree here. :) Greetz... Tobias Gläßer |
From: Chris S. <csp...@ca...> - 2004-01-12 19:52:41
|
I disagree. I think the user interface needs to remain simple. It's for young kids. To adults it makes a political statement. We ought to stress the political point as much or more than worrying about the entertainment aspect. Don't get me wrong, it needs to be entertaining but the message is more important than the game. -Chris On Mon, 2004-01-12 at 13:41, Ingo Ruhnke wrote: > Tobias Gl=C3=A4=C3=9Fer <tob...@gm...> writes: >=20 > > So the question is: "Should we keep SuperTux simple or should we > > grow it to a featurefull (at least more or equal features than > > MarioXY) Jump'N'Run." >=20 > I would like to see its heading in a SuperMario3/SuperMarioWorld > direction (scrolling in all direction, levelmap to travel back and > replay levels, lots of extras), with everything added or changed that > makes sense. After all this should be a good game, not > yet-another-stupid-1:1-clone. |
From: Ingo R. <gr...@gm...> - 2004-01-12 19:41:13
|
Tobias Gl=E4=DFer <tob...@gm...> writes: > So the question is: "Should we keep SuperTux simple or should we > grow it to a featurefull (at least more or equal features than > MarioXY) Jump'N'Run." I would like to see its heading in a SuperMario3/SuperMarioWorld direction (scrolling in all direction, levelmap to travel back and replay levels, lots of extras), with everything added or changed that makes sense. After all this should be a good game, not yet-another-stupid-1:1-clone. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-01-12 19:29:12
|
Ricardo Cruz <ri...@ae...> writes: > I think that OpenGL support would be really cool, not only for > performance reasons, but also for future eye candy features. For > instance, we could do some parallax tricks on the background, > anti-aliasing support, better transparency... If you want eye-candy I would dump the 2d-SDL version completly. Mixing the newest eye-candy while still trying to provide an old software 2d target will just give quite a huge headache, it would basically require to fork of two different versions, since you can't rely on some special-fx for an endboss or in a level without breaking the 2d target. If you on the other side don't use any of the eye-candy so that OpenGL and SDL can co-oexist, OpenGL would be quite a waste, since 640x480 in 2D is quite handable without OpenGL if no alphablending or rotations are in use, the OpenGL target wouldn't be of much use. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-01-12 13:51:06
|
Actually, nvidia bought 3dfx, so your card is from a nvidia vendor ;) Anyway, since the game will only use 2d acceleration, I think that even ATI and the free nvidia drivers are fine for it... Ricardo Cruz Em Segunda, 12 de Janeiro de 2004 01:29, o Bill Kendrick escreveu: > On Mon, Jan 12, 2004 at 01:05:46AM +0000, Ricardo Cruz wrote: > > OpenGL performance deeply depends on the graphical card acceleration > > (and driver, of course). nvidia support is really good under linux. > > Too bad I don't have an nVidia card. :^) My PC at home has a Voodoo 3 > 2000. My wife's Thinkpad laptop has a reasonable graphics card, but I was > unable to get accelerated 3D working. (She doesn't care, she just browses > the web and runs Mplayer) > > > -bill! > > -- There are many intelligent species in the universe, and they all own cats. |
From: Tobias <tob...@gm...> - 2004-01-12 12:55:14
|
Am So, den 11.01.2004 schrieb Ricardo Cruz um 20:05: > OpenGL performance deeply depends on the graphical card acceleration (and > driver, of course). nvidia support is really good under linux. I have a nvidia GF-4200, so I think the card isn't the problem, but my current experimental OpenGL implementation. > If there were some more eyecandy in the OpenGL powered code than in the SDL > one, that wouldn't affected the gameplay... That's true. Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2004-01-12 12:53:25
|
Am So, den 11.01.2004 schrieb Bill Kendrick um 20:27: > On Mon, Jan 12, 2004 at 12:48:09AM -0500, Tobias Gläßer wrote: > > I'm not even sure that we gain any performance advantage. The OpenGL > > code is untuned at the moment, but now it is definitvly slower than > > the appropriate SDL code. We'll see the performance, when it's done. > > Hmm, if we implement such things like parallax tricks in OpenGL, > > wouldn't the SDL 'version' begin to behave differently. Good or bad? > > If this is the case, I hope that we have an SDL-only version that can > be invoked by the user. Some people don't have high end video cards, > and it would be stupid to create a 2D platformer game (especially for > kids, who often end up getting the left-over hardware from their parents > or uncles :^) ), which would be unplayable! > > Have options for: > > OpenGL with lots of eye candy (for systems with high-end gfx cards) > SDL with lots of eye candy (for VERY VERY VERY high-end systems) > SDL with 'regular amount' of eye candy (for everyone else :^) ) I always planned, that you can disable and enable SDL or OpenGL by a command-line option. Moreover I'll also provide a option to compile SuperTux without OpenGl. Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2004-01-12 01:29:13
|
On Mon, Jan 12, 2004 at 01:05:46AM +0000, Ricardo Cruz wrote: > > OpenGL performance deeply depends on the graphical card acceleration (and > driver, of course). nvidia support is really good under linux. Too bad I don't have an nVidia card. :^) My PC at home has a Voodoo 3 2000. My wife's Thinkpad laptop has a reasonable graphics card, but I was unable to get accelerated 3D working. (She doesn't care, she just browses the web and runs Mplayer) > If there were some more eyecandy in the OpenGL powered code than in the SDL > one, that wouldn't affected the gameplay... Exactly. :) Tobias - please be careful with my baby :) -bill! |
From: Bill K. <nb...@so...> - 2004-01-12 01:28:00
|
On Mon, Jan 12, 2004 at 12:48:09AM -0500, Tobias Gl=E4=DFer wrote: > I'm not even sure that we gain any performance advantage. The OpenGL > code is untuned at the moment, but now it is definitvly slower than > the appropriate SDL code. We'll see the performance, when it's done. > Hmm, if we implement such things like parallax tricks in OpenGL, > wouldn't the SDL 'version' begin to behave differently. Good or bad? If this is the case, I hope that we have an SDL-only version that can be invoked by the user. Some people don't have high end video cards, and it would be stupid to create a 2D platformer game (especially for kids, who often end up getting the left-over hardware from their parents or uncles :^) ), which would be unplayable! Have options for: OpenGL with lots of eye candy (for systems with high-end gfx cards) SDL with lots of eye candy (for VERY VERY VERY high-end systems) SDL with 'regular amount' of eye candy (for everyone else :^) ) -bill! |
From: offipso <of...@ab...> - 2004-01-12 01:08:26
|
Aha, well, if that's the case, I think it should mimic Super Mario 3 the closest, as I personally like that one the best. -Dan On Sun, 2004-01-11 at 20:06, Ricardo Cruz wrote: > I think the question that Tobias asked is if SuperTux should mimic SuperMario > 1 or Super Mario 3 or simply be original. In the Open Source development, > basing a game in another is very good for programmers, since the programmers > already know the features that it needs and the behaver it should have. > > I would like to see the best of all the Marios and a touch of originality. I > think it would be better for us to discuss in the IRC. Since this affects the > players, an IRC meeting should be posted in the Gametome. A guideline should > be created then. > > About the parallax, yep that would be neat ;) > > Ricardo Cruz |
From: Ricardo C. <ri...@ae...> - 2004-01-12 01:02:23
|
I think the question that Tobias asked is if SuperTux should mimic SuperMa= rio=20 1 or Super Mario 3 or simply be original. In the Open Source development,=20 basing a game in another is very good for programmers, since the programmer= s=20 already know the features that it needs and the behaver it should have. I would like to see the best of all the Marios and a touch of originality.= I=20 think it would be better for us to discuss in the IRC. Since this affects t= he=20 players, an IRC meeting should be posted in the Gametome. A guideline shoul= d=20 be created then. About the parallax, yep that would be neat ;) Ricardo Cruz Em Segunda, 12 de Janeiro de 2004 00:50, o offipso escreveu: > Personally, if I may chime in, I think that Linux is lacking a Mario-ish > side scrolling game, and SuperTux could really fill that gap. Thus, I > think that it should be packed with features, amazing goodies such as > multiple "depth" backgrounds (is it called parallaxing?), moving tiles, > the ability to scroll the map in all the directions, underwater levels, > bosses, world maps (possibly), bonus levels, a plethora of enemies, > screen effects (lighting?), hills!, switches, THE WORKS! > > That would be in an ideal world, at least. > > -Dan Koestler > > On Mon, 2004-01-12 at 00:57, Tobias Gl=C3=A4=C3=9Fer wrote: > > Hi all, > > > > I'm beginning yet another discussion. :) > > > > At the moment we have level-files, which are very limited. > > A level can only be 15 tiles high, every tile has the same size, > > there seems not to be a possibility with the current level design > > to define movements regular of tiles and so on. > > > > So the question is: "Should we keep SuperTux simple or should we grow it > > to a featurefull (at least more or equal features than MarioXY) > > Jump'N'Run." > > > > It was a bad idea to think about such things past 1.0, because it will > > be much more difficult to implement, when the code base has grown. > > I don't want to say now or never. Let's collect ideas on that issue and > > then decide. > > > > Greetz... > > > > Tobias Gl=C3=A4=C3=9Fer > =2D-=20 It would seem that evil retreats when forcibly confronted. -- Yarnek of Excalbia, "The Savage Curtain", stardate 5906.5 |
From: Ricardo C. <ri...@ae...> - 2004-01-12 01:01:12
|
OpenGL performance deeply depends on the graphical card acceleration (and= =20 driver, of course). nvidia support is really good under linux. If there were some more eyecandy in the OpenGL powered code than in the SD= L=20 one, that wouldn't affected the gameplay... Ricardo Cruz Em Segunda, 12 de Janeiro de 2004 05:48, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am So, den 11.01.2004 schrieb Ricardo Cruz um 18:20: > > I think that OpenGL support would be really cool, not only for > > performance reasons, but also for future eye candy features. For > > instance, we could do some parallax tricks on the background, > > anti-aliasing support, better transparency... > > I'm not even sure that we gain any performance advantage. The OpenGL > code is untuned at the moment, but now it is definitvly slower than > the appropriate SDL code. We'll see the performance, when it's done. > Hmm, if we implement such things like parallax tricks in OpenGL, > wouldn't the SDL 'version' begin to behave differently. Good or bad? > > > And there is no need for forking, since the game will still support SDL > > for graphics, according to Tobias. > > Yepp. > > > Ricardo Cruz > > > > Em Domingo, 11 de Janeiro de 2004 22:49, o Chris Spencer escreveu: > > > Sounds like time to fork. > > > > > > I still need to dig into the code and get a grasp of what's going on. > > > > > > It may be worth noting that I don't notice performance issues on my > > > notebook playing it with the SDL version though. > > > > > > -Chris > > > > > > On Sun, 2004-01-11 at 21:28, Tobias Gl=C3=83=E2=82=AC=C3=83=C2=9Fer w= rote: > > > > Am So, den 11.01.2004 schrieb Chris Spencer um 15:53: > > > > > Why not? Just don't kill the functioning SDL version. > > > > > > > > > > What are you hoping to gain with the OpenGL version? > > > > > > > > > > -Chris > > > > > > > > The bug also effects the functioning SDL version. > > > > > > > > As I stated the OpenGL support is experimental and I > > > > hope to gain smoother gameplay, when it's done. > > > > > > > > Greetz... > > > > > > > > Tobias Gl=C3=83=E2=82=AC=C3=83=C2=9Fer =2D-=20 Between the idea And the reality Between the motion And the act =46alls the Shadow -- T.S. Eliot, "The Hollow Man" [Quoted in "VMS Internals and Data Structures", V4.4, when referring to system service dispatching.] |
From: offipso <of...@ab...> - 2004-01-12 00:50:08
|
Personally, if I may chime in, I think that Linux is lacking a Mario-ish side scrolling game, and SuperTux could really fill that gap. Thus, I think that it should be packed with features, amazing goodies such as multiple "depth" backgrounds (is it called parallaxing?), moving tiles, the ability to scroll the map in all the directions, underwater levels,=20 bosses, world maps (possibly), bonus levels, a plethora of enemies, screen effects (lighting?), hills!, switches, THE WORKS!=20 That would be in an ideal world, at least. -Dan Koestler On Mon, 2004-01-12 at 00:57, Tobias Gl=C3=A4=C3=9Fer wrote: > Hi all, >=20 > I'm beginning yet another discussion. :) >=20 > At the moment we have level-files, which are very limited. > A level can only be 15 tiles high, every tile has the same size, > there seems not to be a possibility with the current level design > to define movements regular of tiles and so on. >=20 > So the question is: "Should we keep SuperTux simple or should we grow i= t > to a featurefull (at least more or equal features than MarioXY) > Jump'N'Run." >=20 > It was a bad idea to think about such things past 1.0, because it will > be much more difficult to implement, when the code base has grown. > I don't want to say now or never. Let's collect ideas on that issue and > then decide. >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer |
From: Tobias <tob...@gm...> - 2004-01-11 23:56:09
|
Hi all, I'm beginning yet another discussion. :) At the moment we have level-files, which are very limited. A level can only be 15 tiles high, every tile has the same size, there seems not to be a possibility with the current level design to define movements regular of tiles and so on. So the question is: "Should we keep SuperTux simple or should we grow it to a featurefull (at least more or equal features than MarioXY) Jump'N'Run." It was a bad idea to think about such things past 1.0, because it will be much more difficult to implement, when the code base has grown. I don't want to say now or never. Let's collect ideas on that issue and then decide. Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2004-01-11 23:46:48
|
Am So, den 11.01.2004 schrieb Ricardo Cruz um 18:20: > I think that OpenGL support would be really cool, not only for performance > reasons, but also for future eye candy features. For instance, we could do > some parallax tricks on the background, anti-aliasing support, better > transparency... I'm not even sure that we gain any performance advantage. The OpenGL code is untuned at the moment, but now it is definitvly slower than the appropriate SDL code. We'll see the performance, when it's done. Hmm, if we implement such things like parallax tricks in OpenGL, wouldn't the SDL 'version' begin to behave differently. Good or bad? > And there is no need for forking, since the game will still support SDL for > graphics, according to Tobias. Yepp. > Ricardo Cruz > > Em Domingo, 11 de Janeiro de 2004 22:49, o Chris Spencer escreveu: > > Sounds like time to fork. > > > > I still need to dig into the code and get a grasp of what's going on. > > > > It may be worth noting that I don't notice performance issues on my > > notebook playing it with the SDL version though. > > > > -Chris > > > > On Sun, 2004-01-11 at 21:28, Tobias GlÀÃer wrote: > > > Am So, den 11.01.2004 schrieb Chris Spencer um 15:53: > > > > Why not? Just don't kill the functioning SDL version. > > > > > > > > What are you hoping to gain with the OpenGL version? > > > > > > > > -Chris > > > > > > The bug also effects the functioning SDL version. > > > > > > As I stated the OpenGL support is experimental and I > > > hope to gain smoother gameplay, when it's done. > > > > > > Greetz... > > > > > > Tobias GlÀÃer > > > > > > > > > -- |
From: Tobias <tob...@gm...> - 2004-01-11 23:41:18
|
Am So, den 11.01.2004 schrieb Ricardo Cruz um 18:21: > Hey Tobias, > > There are already a few ppl looking at supertux, so uploading your version to > the cvs would be neat, since we all could help you. SuperTux had been out of development for years. I don't think every day/week matters, but I know of the power of many eyes also. I'll release my work soon. Let's say wednesday? Then I'll be ready to receive a load of patches again. :) > CVS is a tool for development, so we should use it for that purpose ;) For what else could we use it? *g > Anyway, if you are concerned about folks that download the cvs just to play, > we could fork it... A fork isn't neccessary. :) > I just would like to know if you are using glSDL > (http://olofson.net/mixed.html) or not. I didn't know of that and actually use the OpenGl API in the background (drawimage,drawpart ... ). > Keep up the great work, > Ricardo Cruz > > > Em Segunda, 12 de Janeiro de 2004 01:40, o Tobias Gläßer escreveu: > > Hi all, > > > > the rewrite itsself is quite far. I'm still fighting with a > > really strange bugs I can track down, however I can't fix it. > > Today I made the first experiments with OpenGL. > > I'm not sure, if it's a good idea to commit a definitvly unplayable > > version of supertux. What do you think? > > > > You can see the first SuperTux-OpenGL-Screenshot here > > http://lina.linux-gamers.net/stuff/super-tux-opengl.png > > > > :) > > > > Greetz... > > > > Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-01-11 23:16:51
|
Hey Tobias, There are already a few ppl looking at supertux, so uploading your version= to=20 the cvs would be neat, since we all could help you. CVS is a tool for development, so we should use it for that purpose ;)=20 Anyway, if you are concerned about folks that download the cvs just to play= ,=20 we could fork it... I just would like to know if you are using glSDL=20 (http://olofson.net/mixed.html) or not. Keep up the great work, Ricardo Cruz Em Segunda, 12 de Janeiro de 2004 01:40, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Hi all, > > the rewrite itsself is quite far. I'm still fighting with a > really strange bugs I can track down, however I can't fix it. > Today I made the first experiments with OpenGL. > I'm not sure, if it's a good idea to commit a definitvly unplayable > version of supertux. What do you think? > > You can see the first SuperTux-OpenGL-Screenshot here > http://lina.linux-gamers.net/stuff/super-tux-opengl.png > > :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 She just came in, pounced around this thing with me for a few years, enjoyed herself, gave it a sort of beautiful quality and left. Excited a few men in the meantime. -- Patrick Macnee, reminiscing on Diana Rigg's involvement in "The Avengers". |
From: Ricardo C. <ri...@ae...> - 2004-01-11 23:15:32
|
I think that OpenGL support would be really cool, not only for performance= =20 reasons, but also for future eye candy features. For instance, we could do= =20 some parallax tricks on the background, anti-aliasing support, better=20 transparency... And there is no need for forking, since the game will still support SDL fo= r=20 graphics, according to Tobias. Ricardo Cruz Em Domingo, 11 de Janeiro de 2004 22:49, o Chris Spencer escreveu: > Sounds like time to fork. > > I still need to dig into the code and get a grasp of what's going on. > > It may be worth noting that I don't notice performance issues on my > notebook playing it with the SDL version though. > > -Chris > > On Sun, 2004-01-11 at 21:28, Tobias Gl=C3=A4=C3=9Fer wrote: > > Am So, den 11.01.2004 schrieb Chris Spencer um 15:53: > > > Why not? Just don't kill the functioning SDL version. > > > > > > What are you hoping to gain with the OpenGL version? > > > > > > -Chris > > > > The bug also effects the functioning SDL version. > > > > As I stated the OpenGL support is experimental and I > > hope to gain smoother gameplay, when it's done. > > > > Greetz... > > > > Tobias Gl=C3=A4=C3=9Fer > > > > > > =2D-=20 algorithm, n.: Trendy dance for hip programmers. |
From: Chris S. <csp...@ca...> - 2004-01-11 23:04:13
|
Sounds like time to fork. I still need to dig into the code and get a grasp of what's going on. It may be worth noting that I don't notice performance issues on my notebook playing it with the SDL version though. -Chris On Sun, 2004-01-11 at 21:28, Tobias Gl=C3=A4=C3=9Fer wrote: > Am So, den 11.01.2004 schrieb Chris Spencer um 15:53: > > Why not? Just don't kill the functioning SDL version. > >=20 > > What are you hoping to gain with the OpenGL version? > >=20 > > -Chris >=20 > The bug also effects the functioning SDL version. >=20 > As I stated the OpenGL support is experimental and I > hope to gain smoother gameplay, when it's done. >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: Perforce Software. > Perforce is the Fast Software Configuration Management System offering > advanced branching capabilities and atomic changes on 50+ platforms. > Free Eval! http://www.perforce.com/perforce/loadprog.html > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel >=20 |
From: Ingo R. <gr...@gm...> - 2004-01-11 21:34:49
|
Tobias Gl=E4=DFer <tob...@gm...> writes: > I'm not sure, if it's a good idea to commit a definitvly unplayable > version of supertux. What do you think? In such an early stage I wouldn't care to much over playability or unplayable as long as it compiles, that should be enough for the moment. Rest can be fixed later and will force sure get easier to fix if the code is publicy available. If unsure you can still tag the code in its stage before the rewrite. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-01-11 21:26:42
|
Am So, den 11.01.2004 schrieb Chris Spencer um 15:53: > Why not? Just don't kill the functioning SDL version. > > What are you hoping to gain with the OpenGL version? > > -Chris The bug also effects the functioning SDL version. As I stated the OpenGL support is experimental and I hope to gain smoother gameplay, when it's done. Greetz... Tobias Gläßer |
From: Chris S. <csp...@ca...> - 2004-01-11 21:08:38
|
Why not? Just don't kill the functioning SDL version. What are you hoping to gain with the OpenGL version? -Chris On Sun, 2004-01-11 at 19:40, Tobias Gl=C3=A4=C3=9Fer wrote: > Hi all, >=20 > the rewrite itsself is quite far. I'm still fighting with a > really strange bugs I can track down, however I can't fix it. > Today I made the first experiments with OpenGL. > I'm not sure, if it's a good idea to commit a definitvly unplayable > version of supertux. What do you think? >=20 > You can see the first SuperTux-OpenGL-Screenshot here > http://lina.linux-gamers.net/stuff/super-tux-opengl.png > :) >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer |
From: Tobias <tob...@gm...> - 2004-01-11 19:38:43
|
Hi all, the rewrite itsself is quite far. I'm still fighting with a really strange bugs I can track down, however I can't fix it. Today I made the first experiments with OpenGL. I'm not sure, if it's a good idea to commit a definitvly unplayable version of supertux. What do you think? You can see the first SuperTux-OpenGL-Screenshot here http://lina.linux-gamers.net/stuff/super-tux-opengl.png :) Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2004-01-10 17:55:32
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Am Sa, den 10.01.2004 schrieb Ricardo Cruz um 12:53: > Hi Tobias, > > I have a few knowledge in OpenGL... And of course, I know that OpenGL is just > a graphical library, so another one has to be used for dealing with the rest > of the multimedia aspects (window management, events, audio...) and SDL is > one of the best libraries to deal with that. > > But you seem to want to keep SDL and GL dealing with the graphics part > together... I never tried to do that. > However, I've just found this demo that seems to do that very well: > http://olofson.net/examples.html (smoothscroll example). Hey Ricardo, The world is small. :) This is exactly the same example I use to learn from. ;) Greetz... Tobias Gläßer (will commit a huge bunch of code today or tomorrow) |