Thread: [Super-tux-devel] Rewrite Update AND Screenshot
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From: Tobias <tob...@gm...> - 2004-01-11 19:38:43
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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: Duong-Khang N. <neo...@us...> - 2004-01-13 09:17:00
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Hi there, I think that it's just time to fork the CVS. It's better to create a new CVS module. Since the original code was not designed to work with OpenGL, this will introduce a lot of changes and perhaps bugs in the current code. The new module will be considered as a development or test version so it doesn't necessarily work. -- Never say if I could turn back the time, life is going on ! |
From: Ricardo C. <ri...@ae...> - 2004-01-13 10:55:10
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Agreed! There should be a hack module to do some stuff that it's still not= =20 very mature and not ready for the main brunch. Stuff like OpenGL, level=20 editor and level formats changes. Of course, that all committed stuff shoul= d=20 be compilable and not cause any seg fault (at least on the beginning), in=20 order to not put other developers stuck. Ricardo Cruz Em Ter=E7a, 13 de Janeiro de 2004 09:08, o Duong-Khang NGUYEN escreveu: > Hi there, > > I think that it's just time to fork the CVS. It's better to create a new > CVS module. Since the original code was not designed to work with OpenGL, > this will introduce a lot of changes and perhaps bugs in the current code. > The new module will be considered as a development or test version so it > doesn't necessarily work. =2D-=20 "Although Poles suffer official censorship, a pervasive secret police and laws similar to those in the USSR, there are thousands of underground publications, a legal independent Church, private agriculture, and the East bloc's first and only independent trade union federation, NSZZ Solidarnosc, which is an affiliate of both the International Confederation of Free Trade Unions and the World Confederation of Labor. There is literally a world of difference between Poland - even in its present state of collapse - and Soviet society at the peak of its "glasnost." This difference has been maintained at great cost by the Poles since 1944. =2D- David Phillips, SUNY at Buffalo, about establishing a gateway from EARN (Eurpoean Academic Research Network) to Poland |
From: Chris S. <csp...@ca...> - 2004-01-11 21:08:38
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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 21:26:42
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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 23:04:13
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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
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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: Ricardo C. <ri...@ae...> - 2004-01-11 23:15:32
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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: Tobias <tob...@gm...> - 2004-01-11 23:46:48
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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: Ingo R. <gr...@gm...> - 2004-01-12 19:29:12
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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 22:55:37
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Ingo, I don't think that any exclusive OpenGL features will be used, so SDL/GL can surely co-exist. It could have just a couple of eye candy additions.. Ricardo Cruz Em Segunda, 12 de Janeiro de 2004 19:29, o Ingo Ruhnke escreveu: > 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. -- "I don't think they could put him in a mental hospital. On the other hand, if he were already in, I don't think they'd let him out." |
From: Ricardo C. <ri...@ae...> - 2004-01-11 23:16:51
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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: Tobias <tob...@gm...> - 2004-01-11 23:41:18
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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...> - 2004-01-12 01:01:12
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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: Bill K. <nb...@so...> - 2004-01-12 01:29:13
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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: Ricardo C. <ri...@ae...> - 2004-01-12 13:51:06
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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
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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: 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: Tobias <tob...@gm...> - 2004-01-12 12:53:25
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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: Tobias <tob...@gm...> - 2004-01-13 20:05:12
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Am So, den 11.01.2004 schrieb Tobias Gläßer um 20:40: > 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 > :) I have another screenshot for you. :) http://lina.linux-gamers.net/stuff/super-tux-title-opengl.png It's the first time, that the title-screen is rendered (correctly) by OpenGL. As you can see, the fonts are still in work. :) Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-01-17 00:34:10
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Maybe you should put it in cvs, so that ppl can help you... Just a thought ;) Ricardo Cruz Em Quarta, 14 de Janeiro de 2004 02:06, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am So, den 11.01.2004 schrieb Tobias Gl=C3=A4=C3=9Fer um 20:40: > > 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 > > > > :) > > I have another screenshot for you. :) > http://lina.linux-gamers.net/stuff/super-tux-title-opengl.png > > It's the first time, that the title-screen is rendered (correctly) by > OpenGL. > As you can see, the fonts are still in work. :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > =2D-=20 Disco is to music what Etch-A-Sketch is to art. |
From: offipso <of...@ab...> - 2004-01-17 05:08:29
|
I agree, I'd really..really..like to see code, even if I'm not really a developer on this project. -Dan On Fri, 2004-01-16 at 19:38, Ricardo Cruz wrote: > Maybe you should put it in cvs, so that ppl can help you... > Just a thought ;) >=20 > Ricardo Cruz >=20 > Em Quarta, 14 de Janeiro de 2004 02:06, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > > Am So, den 11.01.2004 schrieb Tobias Gl=C3=A4=C3=9Fer um 20:40: > > > 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 > > > > > > :) > > > > I have another screenshot for you. :) > > http://lina.linux-gamers.net/stuff/super-tux-title-opengl.png > > > > It's the first time, that the title-screen is rendered (correctly) by > > OpenGL. > > As you can see, the fonts are still in work. :) > > > > Greetz... > > > > Tobias Gl=C3=A4=C3=9Fer > > |