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From: Ricardo C. <ri...@ae...> - 2004-01-10 17:49:20
|
Hi Tobias, I have a few knowledge in OpenGL... And of course, I know that OpenGL is j= ust=20 a graphical library, so another one has to be used for dealing with the res= t=20 of the multimedia aspects (window management, events, audio...) and SDL is= =20 one of the best libraries to deal with that. But you seem to want to keep SDL and GL dealing with the graphics part=20 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). Keep up the good work, Ricardo Cruz Em Sexta, 9 de Janeiro de 2004 02:27, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Do, den 08.01.2004 schrieb ri...@ae... um 13:14: > > Wow! > > OpenGL support? > > Do you really mean replacing all SDL graphical code by OpenGL one? > > If yes, how do you manage to load the image files? Are you going to > > use another GL library or will you write the code yourself? > > > > Ricardo > > The OpenGL support will hopefully be the easiest part of my rewrite. ;) > SDL can be used together with OpenGL and many games, > if not the most=20 > Linux 3D-games (SuperTux will stay 2d, of course), work with this > solution. > This still provides full OpenGL advantages. (Really smooth scrolling) > Moreover I'll introduce it as an option. > > The big part of the rewrite however is the restructurizing of all! code > related in some way to the gameloop. > > Stay tuned. ;) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > > > ------------------------------------------------------- > 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 =2D-=20 PARDON me, am I speaking ENGLISH? |
From: Tobias <tob...@gm...> - 2004-01-08 20:26:05
|
Am Do, den 08.01.2004 schrieb ri...@ae... um 13:14: > Wow! > OpenGL support? > Do you really mean replacing all SDL graphical code by OpenGL one? > If yes, how do you manage to load the image files? Are you going to > use another GL library or will you write the code yourself? > > Ricardo The OpenGL support will hopefully be the easiest part of my rewrite. ;) SDL can be used together with OpenGL and many games, if not the most Linux 3D-games (SuperTux will stay 2d, of course), work with this solution. This still provides full OpenGL advantages. (Really smooth scrolling) Moreover I'll introduce it as an option. The big part of the rewrite however is the restructurizing of all! code related in some way to the gameloop. Stay tuned. ;) Greetz... Tobias Gläßer |
From: <ri...@ae...> - 2004-01-08 19:19:14
|
=20 Hey there,=20 =20 I think there is a memory leak when the fullscreen is toggled.=20 When the user hits FullScreen On/Off, st_video_setup() is called and=20 the screen surface is not deallocated.=20 The fix is to write the following lines in the st_video_setup() func=20 in the setup.c file:=20 if(screen !=3D NULL)=20 SDL_FreeSurface(screen);=20 =20 But SDL developers ask to toggle screen using=20 SDL_WM_ToggleScreen(screen). However, I think this doesn't work=20 properly in all systems (works fine under Kwin (KDE), gnome wm,=20 window maker and icewm). In case it doesn't work under windows, we=20 could use an ifdef.=20 =20 Anyway, since the game will use OpenGL, instead of SDL for=20 graphics, there will not be a screen surface at all ;)=20 =20 Ricardo Cruz=20 =20 _________________________________________________________ Acesso Gr=E1tis =E0 Internet do AEIOU: Sem formul=E1rios, sem password, ligue-se j=E1! http://acesso.aeiou.pt |
From: <ri...@ae...> - 2004-01-08 18:14:50
|
=20 Wow!=20 OpenGL support?=20 Do you really mean replacing all SDL graphical code by OpenGL one?=20 If yes, how do you manage to load the image files? Are you going to=20 use another GL library or will you write the code yourself?=20 =20 Ricardo=20 =20 Citando Tobias Gl=E4=DFer <tob...@gm...>:=20 =20 > Hi all,=20 > =20 > the rewrite will take longer than expected, because of some=20 difficulties=20 > and because I'm going to add OpenGL support.=20 > =20 > You can expect the first commits at the weekend.=20 > =20 > Greetz...=20 > =20 > Tobias Gl=C3=A4=C3=9Fer=20 > -- =20 > =20 > =20 =20 _________________________________________________________ Acesso Gr=E1tis =E0 Internet do AEIOU: Sem formul=E1rios, sem password, ligue-se j=E1! http://acesso.aeiou.pt |
From: Bill K. <nb...@so...> - 2004-01-06 21:02:36
|
On Tue, Jan 06, 2004 at 05:46:19PM -0500, Tobias Gl=E4=DFer wrote: > Hi all, >=20 > the rewrite will take longer than expected, because of some difficultie= s > and because I'm going to add OpenGL support. Huh??? Explain! :) -bill! bi...@ne... Got kids? Get Tux Pa= int!=20 http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpa= int/ |
From: Tobias <tob...@gm...> - 2004-01-06 16:45:23
|
Hi all, the rewrite will take longer than expected, because of some difficulties and because I'm going to add OpenGL support. You can expect the first commits at the weekend. Greetz... Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-01-04 17:46:29
|
Ricardo Cruz <ri...@ae...> writes: > Volker suggests a unifications of efforts, but our SuperTux is made > in C, while his is in Python and he seems to want to make use of > OpenGL. Frameworks look too different... I don't think that framework is all that important, its just an implementation detail and with a little learning it shouldn't be a problem for a coder to code in basically every language. After all the coding part will not be the most difficult thing of getting this right. I would worry *much* more over the game-content (graphics, sounds, levels, ...) and such. Anway, the real show-stoppers seems to be more the state of 'Super Tux Adventures', the webpage doesn't contain a single screenshot or a sketch and the CVS is complete empty too. The last news entry is already a year old, so it doesn't look to have ever past the 'lets start a game' phase. [CCed to CharlieG in case he can give us more info of the state of SuperTuxAdventures] -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-01-04 17:21:45
|
Volker suggests a unifications of efforts, but our SuperTux is made in C,= =20 while his is in Python and he seems to want to make use of OpenGL. Frameworks look too different... Ricardo Em S=E1bado, 3 de Janeiro de 2004 23:30, o Bill Kendrick escreveu: > Volker Grabsch sent in this comment about using SDL_Quit, and mentioning > the unstarted 'Super Tux Adventures' game at SourceForge... > > -bill! > > > ----- Forwarded message from Volker Grabsch ----- > > Date: Sat, 3 Jan 2004 17:36:21 +0100 > From: Volker Grabsch > Subject: Supertux Bugreport > To: Bill Kendrick <bi...@ne...> > > Hi Bill, > > I just downloaded and tested your game "supertux". I think it's great, > although it isn't complete yet :) > > I saw a small mistake in your sources you should correct in future > releases. The "SDL_Quit" is not called at the end of your program > in each case. The reason for this is (I think) that you're calling > exit(1) without SDL_Quit and that you don't react on SIGINT. > > I think, the best solution for this problem is not to call st_shutdown() > directly at the end of main(), and instead using atexit() this way: > Put directly after your SDL_Init the following code: > > atexit(SDL_Quit); > > or, if you plan to put some more into your st_shutdown(): > > atexit(st_shutdown); > > I think, atexit() really _is_ the better solution. It simply takes > care of some types of program termination you normally don't care > about. > > > Well, there's also another question I have: > > http://supertux.sourceforge.net/ > > is a project with a very similar goal as yours. They are at the > very beginning and didn't code anything until now, but there are > many nice ideas, so I suggest you work together with them. Unless > there are deep differences between you and CharlieG, I think it > would be simply a loss when you both work independently without > having ever talked to each other. Well, that's _my_ opinion .. > > > Last but not least my best wishes to you for the new year 2004, > and happy coding! > > > Greets, > > Volker > > -- > Volker Grabsch > ---<<(())>>--- > \frac{\left|\vartheta_0\times\{\ell,\kappa\in\Re\}\right|}{\sqrt > [G]{-\Gamma(\alpha)\cdot\mathcal{B}^{\left[\oint\!c_\hbar\right]}}} > > > ----- End forwarded message ----- =2D-=20 /earth is 98% full ... please delete anyone you can. |
From: Ricardo C. <ri...@ae...> - 2004-01-04 17:18:21
|
Thx! It worked fine! But Tobias, Dan's and my last patch are not yet applied. Please make sure you did it. Anyway, holidays are over now and I'll have to get back to my high school and I think the internet over there doesn't allow cvs (just http and ftp) :( I'll try to improve the level editor. Please give suggestions to the interface. CU, Ricardo Cruz Em Domingo, 4 de Janeiro de 2004 00:33, o Bill Kendrick escreveu: > On Sun, Jan 04, 2004 at 12:34:34AM +0000, Ricardo Cruz wrote: > > Mine is rmcruz . > > CVS keeps retrieving errors :( > > You're added. Try fetching from CVS via your developer account, > instead of anonymously. > > -bill! > > -- We gotta get out of this place, If it's the last thing we ever do. -- The Animals |
From: Tobias <tob...@gm...> - 2004-01-04 01:14:55
|
Am Sa, den 03.01.2004 schrieb Bill Kendrick um 19:35: > Also, I added 'grumbel'. And Tobias, you should now have admin. > Please don't become evil and destroy the project. ;) Wuahaha. I'll conquer the world. ;) SuperTobias. *Yeah Greetz... Tobias Gläßer (...should really cool down) |
From: Bill K. <nb...@so...> - 2004-01-04 00:35:47
|
Also, I added 'grumbel'. And Tobias, you should now have admin. Please don't become evil and destroy the project. ;) Heheheh -bill! |
From: Bill K. <nb...@so...> - 2004-01-04 00:34:03
|
On Sun, Jan 04, 2004 at 12:34:34AM +0000, Ricardo Cruz wrote: > > Mine is rmcruz . > CVS keeps retrieving errors :( You're added. Try fetching from CVS via your developer account, instead of anonymously. -bill! |
From: Ricardo C. <ri...@ae...> - 2004-01-04 00:30:32
|
Mine is rmcruz . CVS keeps retrieving errors :( Thx, Ricardo Em S=E1bado, 3 de Janeiro de 2004 23:55, o Bill Kendrick escreveu: > On Sat, Jan 03, 2004 at 12:35:16PM -0500, Tobias Gl=E4=DFer wrote: > > It's Bill, who can give you the member privileges. > > Everyone give me your SourceForge account names, please ;) > > -bill! > > =2D-=20 Adults die young. |
From: Bill K. <nb...@so...> - 2004-01-03 23:55:10
|
On Sat, Jan 03, 2004 at 12:35:16PM -0500, Tobias Gl=E4=DFer wrote: > It's Bill, who can give you the member privileges. Everyone give me your SourceForge account names, please ;) -bill! |
From: Bill K. <nb...@so...> - 2004-01-03 23:51:33
|
On Sat, Jan 03, 2004 at 02:00:04PM +0100, Ingo Ruhnke wrote: > Bill Kendrick <nb...@so...> writes: > > > MarioWorld from SNES? > > Yep. Actually, wait, I don't think I have that game. I think I was thinking of SMB3. :^) I've probably played MarioWorld, but it was long ago, I guess. I should see if I can get it for our SNES. I pretty much ignore that system, and stick to the PS2 (including PSX games) and NES. :^) -bill! |
From: Bill K. <nb...@so...> - 2004-01-03 23:30:41
|
Volker Grabsch sent in this comment about using SDL_Quit, and mentioning the unstarted 'Super Tux Adventures' game at SourceForge... -bill! ----- Forwarded message from Volker Grabsch ----- Date: Sat, 3 Jan 2004 17:36:21 +0100 From: Volker Grabsch Subject: Supertux Bugreport To: Bill Kendrick <bi...@ne...> Hi Bill, I just downloaded and tested your game "supertux". I think it's great, although it isn't complete yet :) I saw a small mistake in your sources you should correct in future releases. The "SDL_Quit" is not called at the end of your program in each case. The reason for this is (I think) that you're calling exit(1) without SDL_Quit and that you don't react on SIGINT. I think, the best solution for this problem is not to call st_shutdown() directly at the end of main(), and instead using atexit() this way: Put directly after your SDL_Init the following code: atexit(SDL_Quit); or, if you plan to put some more into your st_shutdown(): atexit(st_shutdown); I think, atexit() really _is_ the better solution. It simply takes care of some types of program termination you normally don't care about. Well, there's also another question I have: http://supertux.sourceforge.net/ is a project with a very similar goal as yours. They are at the very beginning and didn't code anything until now, but there are many nice ideas, so I suggest you work together with them. Unless there are deep differences between you and CharlieG, I think it would be simply a loss when you both work independently without having ever talked to each other. Well, that's _my_ opinion .. Last but not least my best wishes to you for the new year 2004, and happy coding! Greets, Volker -- Volker Grabsch ---<<(())>>--- \frac{\left|\vartheta_0\times\{\ell,\kappa\in\Re\}\right|}{\sqrt [G]{-\Gamma(\alpha)\cdot\mathcal{B}^{\left[\oint\!c_\hbar\right]}}} ----- End forwarded message ----- -- bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Ingo R. <gr...@gm...> - 2004-01-03 15:22:50
|
Bill Kendrick <nb...@so...> writes: > I had never played Yoshi's Island, but looked at a screenshot the > other day.) Than go and play it actually, one of the best jump'n runs of all times, if not the best jump'n run ever =:) > Or should we stick to 'sprites', like the small PNG that was posted? The sprites itself (Tux, enemies, etc) should be more or less classic sprites. Todays resolutions leave some more freedom on graphics style, than 320x200, so they don't need to be pixeled in the classic sense, but I kind of like to have clear and sharp sprites, which btw. Yoshis Island had too. For the backgrounds and tiles however I agree, one can't get sketchy enough with them and having them look like from a childs book can really make them look special compared the standard rendered graphics we see most of the day today. The only difficult part is to actually produce such gfx with Gimp, since its not really meant for drawing in the first place it doesn't provide all that much usefull brushes or such a style. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-01-03 15:11:31
|
Ricardo Cruz <ri...@ae...> writes: > Ingo, ClanLib has collision support, right? Nope, Clanlib doesn't have collision detection support at the moment, its planed that it will get some sooner or later, but so far there is none. > and do you know what method is used? If it ever gets some it will provide both bitmask and geometry based stuff, but nobody so far has started to implement that into clanlib. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-01-03 14:18:03
|
Ingo, ClanLib has collision support, right? If affirmative, why don't you use it? and do you know what method is used? Em S=E1bado, 3 de Janeiro de 2004 12:50, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > You could also have a look at one of the Ingo's games, like > > Windestille or Pingus (they are c++, but may be helpfull). > > Pingus uses just a single pixel (or sometimes two) for collision > detection. Windstille, even so it has some bitmask code, doesn't use > it at the moment and instead uses some quick collision-rectangle > hacks. So both aren't really good examples. > > Using multiple bitmaskes (one for the top, another one for the sides) > might work, calculating the entry-vector into the enemy might also > provide some informations, but I havn't really found out myself on how > to solve this problem cleanly. =2D-=20 The world is full of people who have never, since childhood, met an open doorway with an open mind. -- E.B. White |
From: Ricardo C. <ri...@ae...> - 2004-01-03 13:16:50
|
Another way to go for 2d collisions is to make use of geometry shapes... For instace, those normal enemies in Mario (that had the teeth shown), cou= ld=20 be assumed as a circle. Tux is like a ellipse. There are some fast algorith= ms=20 to calculate circles/ellipses curve. For a game of mine, I was implementing a collision system where we had the= =20 information about the lines that limitate the surface and then we would jus= t=20 check them with each other... But maybe the best approach would be to use the current collision system a= nd,=20 for special tiles, like terrains with a triangular shape, we would consider= =20 them to be triangles. Hope to be helpfull, :) Ricardo Cruz Em S=C3=A1bado, 3 de Janeiro de 2004 19:00, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > Am Sa, den 03.01.2004 schrieb Ingo Ruhnke um 07:50: > > Ricardo Cruz <ri...@ae...> writes: > > > You could also have a look at one of the Ingo's games, like > > > Windestille or Pingus (they are c++, but may be helpfull). > > > > Pingus uses just a single pixel (or sometimes two) for collision > > detection. Windstille, even so it has some bitmask code, doesn't use > > it at the moment and instead uses some quick collision-rectangle > > hacks. So both aren't really good examples. > > > > Using multiple bitmaskes (one for the top, another one for the sides) > > might work, calculating the entry-vector into the enemy might also > > provide some informations, but I havn't really found out myself on how > > to solve this problem cleanly. > > My aim is to calculate the angle in which object A got hit by object B, > like described in the tutorial Ricardo showed us. > And I don't want to use bitmap-collisions for all objects, but for Tux > in example. :) > The code handling already calculated collisions will look like this: > > void badguy_collision(bad_guy_type* pbad, int c_object, int angle) > { > /* Handle collision with Tux, but don't touch tux's internals, only > touch the badguy's internals */ > if(c_object =3D=3D CO_TUX) > { > > if(angle =3D=3D 0) > pbad->dying =3D FALLING; > ... > > } > } > > > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 I do not know whether I was then a man dreaming I was a butterfly, or whether I am now a butterfly dreaming I am a man. -- Chuang-tzu |
From: Ingo R. <gr...@gm...> - 2004-01-03 13:00:16
|
Bill Kendrick <nb...@so...> writes: > MarioWorld from SNES? Yep. > Hrm. I didn't like the map aspect of that game. I really loved the map for the amount of freedom and secrets it offered. You could play the whole game through with just finishing 16 levels out of the 96 in total, but you had of course to knew the right way. It had simply a whole bunch of secret levels that where waiting to get uncovered, I always missed that aspect in most of the other Marios. The other Marios just had Warp-Zones to skip levels, but no secret world to discover and such. The MarioBros3 map was also pretty nice, probally a bit better than the MarioWorld one, since it where more compact and seperated into worlds, but it didn't allow to replay levels and didn't contain any secret levels. > It's my least favorite part, really.. :^/ I didn't like MarioWorld too much either, but that was mostly due to the graphic style and the cape, racoon mario was simply so much cooler :) -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-01-03 12:59:50
|
Am Sa, den 03.01.2004 schrieb Ingo Ruhnke um 07:50: > Ricardo Cruz <ri...@ae...> writes: > > > You could also have a look at one of the Ingo's games, like > > Windestille or Pingus (they are c++, but may be helpfull). > > Pingus uses just a single pixel (or sometimes two) for collision > detection. Windstille, even so it has some bitmask code, doesn't use > it at the moment and instead uses some quick collision-rectangle > hacks. So both aren't really good examples. > > Using multiple bitmaskes (one for the top, another one for the sides) > might work, calculating the entry-vector into the enemy might also > provide some informations, but I havn't really found out myself on how > to solve this problem cleanly. My aim is to calculate the angle in which object A got hit by object B, like described in the tutorial Ricardo showed us. And I don't want to use bitmap-collisions for all objects, but for Tux in example. :) The code handling already calculated collisions will look like this: void badguy_collision(bad_guy_type* pbad, int c_object, int angle) { /* Handle collision with Tux, but don't touch tux's internals, only touch the badguy's internals */ if(c_object == CO_TUX) { if(angle == 0) pbad->dying = FALLING; ... } } Greetz... Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-01-03 12:50:32
|
Ricardo Cruz <ri...@ae...> writes: > You could also have a look at one of the Ingo's games, like > Windestille or Pingus (they are c++, but may be helpfull). Pingus uses just a single pixel (or sometimes two) for collision detection. Windstille, even so it has some bitmask code, doesn't use it at the moment and instead uses some quick collision-rectangle hacks. So both aren't really good examples. Using multiple bitmaskes (one for the top, another one for the sides) might work, calculating the entry-vector into the enemy might also provide some informations, but I havn't really found out myself on how to solve this problem cleanly. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Duong-Khang N. <neo...@us...> - 2004-01-03 12:05:19
|
In one word: awesome ;-) http://pingus.seul.org/~grumbel/tmp/supertex.jpg http://pingus.seul.org/~grumbel/tmp/supertux2.jpg -- Never say if I could turn back the time, life is going on ! |
From: Tobias <tob...@gm...> - 2004-01-03 11:34:51
|
Am Sa, den 03.01.2004 schrieb Ricardo Cruz um 06:27: > Hey there, > > I have been trying to get the cvs, but the error is allways the same: > ------------------ > [rick2@docelar supertux]$ getcvs > Logging in to :pserver:ano...@cv...:2401/cvsroot/super-tux > CVS password: > cvs [login aborted]: end of file from server (consult above messages if any) > cvs [checkout aborted]: end of file from server (consult above messages if > any) > ------------------- > > Tobias, probably you should give member privileges to contributors, because > getting cvs anonymously is not nice. Firstly, there is a lag and now seems > impossible to. > That would also have the positive effect that it would stick ppl to the > project. > > Ricardo Cruz Not that there also would be lags in the developer CVS. ;) It's Bill, who can give you the member privileges. But perhaps Bill can give me the privilege to give privileges. *eh ? Greetz... Tobias Gläßer -- |