Search found 195 matches

by alt_turo
Mon Jun 27, 2011 1:27 pm
Forum: Jack Claw tasks
Topic: [Code] Editor to Linux & Mac OS X
Replies: 14
Views: 20953

Re: [Code]Task: Editor to Linux & Mac OS X

On this way, we have the advantage to build that application for all three platforms from the ground up. If we using library files, we're able to split that project in some small pieces. Thatmakes it simple to implement it to other platforms, because the core functions are stored in a separated mod...
by alt_turo
Mon Jun 27, 2011 1:10 pm
Forum: Jack Claw tasks
Topic: [Code] Implement SDL 1.3 support
Replies: 6
Views: 7418

Re: [Code] Implement SDL 1.3 support

There is a list of games using SDL on Wikipedia here - http://en.wikipedia.org/wiki/List_of_games_using_SDL. The list of games which use SDL only for the Linux port has quite a few large commercial games such as id Software titles. And Frozenbyte games :) SG and Survivor are already on the list but...
by alt_turo
Mon Jun 27, 2011 1:06 pm
Forum: Jack Claw Feedback & Development
Topic: Project Structure
Replies: 4
Views: 17603

Re: Project Structure

Next think is documentation. As example, using doxygen, that's available at linux, mac os x and windows, is really great to document that project. I think that would be really helpful. Good idea and there's already some support for it. Someone needs to create a Doxyfile and then start adding commen...
by alt_turo
Mon Jun 27, 2011 12:05 pm
Forum: Jack Claw Feedback & Development
Topic: How do we deal with exceptions?
Replies: 3
Views: 17351

Re: How do we deal with exceptions?

coz an exception will defiantly thrown so that u got some feedback what's wrong instead a simple "return false" or something ;) Yeah, there are a couple of bugs like that in the code. Something returns NULL or -1 as an error code and the caller does not check it before using. Maybe we cou...
by alt_turo
Fri Jun 17, 2011 2:55 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Unofficial Linux update
Replies: 22
Views: 20445

Re: Unofficial Linux update

clayton2 wrote:Will this unofficial update 4 become an "official" update and be available from our Humble Bundle pages?

Since no-one has complained that it doesn't work and there are no new bug reports... Sure. Just sent it to FB.
by alt_turo
Mon Jun 06, 2011 12:04 pm
Forum: Jack Claw Feedback & Development
Topic: Rethinking storm3d.dll
Replies: 3
Views: 17172

Re: Rethinking storm3d.dll

If there is a rough consensus that we should do this then the only thing we need is someone with MSVC to update the project files and test that everything works. Please mind the version you're using. The current project files are for MSVC 2005 and for the time being I'd like to keep that working.
by alt_turo
Mon Jun 06, 2011 12:02 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

This could be implemented with a Singleton if necessary Please don't do this. I know singletons are evil and personally avoid them whenever possible but I wanted to raise the option. For HLSL, Cg and OpenGL asm shaders, I would personally handle them the same way as GLSL. I would abstract this into...
by alt_turo
Sat Jun 04, 2011 9:42 pm
Forum: Trine Technical Support for Linux & Mac
Topic: startup: attribute "COLOR" has too big of a numeric index
Replies: 1
Views: 3016

Re: startup: attribute "COLOR" has too big of a numeric inde

You did not specify your GPU. Your driver does not correctly implement ARB_draw_buffers/ATI_draw_buffers. To use Mesa drivers you need the very latest Mesa from git. AFAIK there are currently no released stable versions which support all the necessary features. If you upgrade to git and the problem ...
by alt_turo
Fri Jun 03, 2011 6:59 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

Texture sampling state Direct3D uses separate texture samplers. Sampler state like filters, mipmapping and anisotrophy is configured per sampler unit. Classic OpenGL has sampler state as part of texture. OpenGL >3.3 has sampler objects and also available as extension. But this is not guaranteed to b...
by alt_turo
Fri Jun 03, 2011 4:14 pm
Forum: Trine Technical Support for Linux & Mac
Topic: No menu entry after installation
Replies: 2
Views: 2932

Re: No menu entry after installation

You need xdg-utils installed. There is a script in the game directory called createShortcuts.sh. Run it from the command line to create shortcuts. If it gives you an error, paste here. To create menu shortcut: ./createShortcuts.sh menu To create desktop shortcut: ./createShortcuts.sh desktop
by alt_turo
Fri Jun 03, 2011 4:00 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

Input handling. There is some philosophical debate as to whether input handling is part of rendering subsystem or not. Things to consider: When using SDL the input should be queried in the same thread where rendering takes place. Not sure how hard a requirement this is. Let's play it safe. On Window...
by alt_turo
Fri Jun 03, 2011 3:52 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

Odds and sods. On Direct3D the device capabilities can be queried as soon as the device object has been created. On OpenGL/SDL the video mode must be set first to create the OpenGL context. It is NOT safe to first create a 1x1 "fake" window just to query capabilities. On some computers all...
by alt_turo
Fri Jun 03, 2011 3:35 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

On framebuffers. Direct3D lets you create textures and pretty freely bind them as render targets as long as the format is compatible. Textures can be different size as long as depthstencil is bigger. Can mix user-created and system-created targets with each other. Having a null color target requires...
by alt_turo
Fri Jun 03, 2011 3:08 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

Vertex buffers. On Direct3D 9 shader inputs are bound by semantic. The name of the parameter is irrelevant. Vertex buffers have a format attached to them which tells what parameters this buffer has. On OpenGL shader inputs are bound by name. There is no semantic. There are generic shader attributes....
by alt_turo
Fri Jun 03, 2011 2:55 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

Shader parameters. I'm writing from memory here and haven't entirely though this thing through. Correct me if I'm wrong. Direct3D 9 has global state for vertex shaders and pixel shaders separately. With asm shaders you need to know the index. With HLSL first query the shader for a parameters index i...
by alt_turo
Fri Jun 03, 2011 2:28 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

Shader management. There's a separate thread for deciding shader language. The following considers the code in the renderer. HLSL, Cg and OpenGL asm shaders can be used by setting all shaders separately. Vertex and fragment shaders can be freely mixed and matched together and even, with some limitat...
by alt_turo
Fri Jun 03, 2011 2:12 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

State management. Things like depth and stencil write/test modes, alpha blending modes, culling modes etc. These are almost exactly alike on OpenGL and Direct3D 9. You call a function to set a state variable and that's it. There are slight differences in handling culling mode/triangle winding. On Op...
by alt_turo
Fri Jun 03, 2011 1:59 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

Re: On renderer API abstraction

First the renderer object itself. Direct3D requires there to be a device object. All graphics calls go through this object. On OpenGL there are just global functions but there must be an OpenGL rendering context. There are several ways we can abstract this: 1. Have a Renderer object which looks a lo...
by alt_turo
Fri Jun 03, 2011 1:34 pm
Forum: Jack Claw Feedback & Development
Topic: On renderer API abstraction
Replies: 16
Views: 36445

On renderer API abstraction

Currently there are two separate renderers, storm3d and stormgl. This is bad because there is significant code duplication and there are some bugs in the OpenGL renderer. On the other hand there are slightly more comments in stormgl. So this mess should be refactored. The sanest way is like this: Th...
by alt_turo
Fri Jun 03, 2011 1:18 pm
Forum: Jack Claw Feedback & Development
Topic: Which GPUs are we going to support?
Replies: 2
Views: 6679

Re: Which GPUs are we going to support?

I would like to see some higher and newer qualities so OpenGL 3.3 with GLSL 3.3 FTW! 8) That doesn't mean we have to drop support for old GPUs. OpenGL is nice like that. However if we then want to get parity on Direct3D side someone would have to add a Direct3D 10 renderer. Direct3D is nasty like t...
by alt_turo
Fri Jun 03, 2011 1:16 pm
Forum: Jack Claw Feedback & Development
Topic: Supported compilers and C++ standard version
Replies: 3
Views: 7619

Re: Supported compilers and C++ standard version

Apple does not like new GPLv3 versions of GCC and ships some older version , I'm not sure how old. Just checked. It's gcc 4.2 only which does not have many C++0x features. If we decide to go 0x then Mac programmers would have to install a newer gcc from source. This would significantly decrease the...
by alt_turo
Fri Jun 03, 2011 1:10 pm
Forum: Jack Claw Feedback & Development
Topic: String handling issues
Replies: 6
Views: 9402

Re: String handling issues

In my opinion, this is good practice even where its not technically required. Object ownership should always be clear and well defined, so this isn't that much of an issue. Yes it should. In practice however this is pretty hard. You then must make sure that no std::string is deallocated in another ...
by alt_turo
Fri Jun 03, 2011 12:49 pm
Forum: Jack Claw Feedback & Development
Topic: Sharing code with Shadowgrounds
Replies: 5
Views: 22088

Re: Sharing code with Shadowgrounds

So I like the idea of having one repository for the engine and for each game (without the engine) another repository. It would be like your third option I think. The engine should be working without any game on top of it. Changes to the engine will (should) benefit each as long as the API isn't cha...
by alt_turo
Fri Jun 03, 2011 12:40 pm
Forum: Jack Claw Feedback & Development
Topic: Rethinking the shaders
Replies: 8
Views: 9951

Re: Rethinking the shaders

I only know GLSL, so my vote is for that. From what I've seen, HLSL isn't all that different from GLSL. Eh, what? They are vastly different. Let's compare. This is GLSL: uniform mat4 world; uniform mat4 viewProjection; attribute vec4 position; attribute vec2 texcoord; varying vec2 texcoordout; void...
by alt_turo
Thu Jun 02, 2011 11:01 pm
Forum: General Chat
Topic: Getting a topic for a Bachelor thesis in computer science
Replies: 8
Views: 10720

Re: Getting a topic for a Bachelor thesis in computer scienc

Hum, seems to be a bummer of sorts. Didn't quite understand what all that means in real-world terms but I'll leave that to you guys. :) They had an implementation they were not happy with, ripped it all out and are planning to rewrite the whole thing Real Soon Now. If they can stick to the plan may...

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