OpenAlchemist !

You are not logged in.

Announcement

Registrations are currently closed, because of too much spam. We are looking for a solution.

#1 2009-04-29 15:11:51

rombust
New member
Registered: 2009-04-29
Posts: 8

ClanLib 2.0

Now that ClanLib 2.0 is released - Is there any plans to convert the source?

I can help if required.

Note, ClanLib 0.8 has been released as ClanLib 1.0 - This is to differentiate between the major differences between ClanLib 1.0 and ClanLib 2.0 (old 0.9)

Mark.

(Reference: http://www.rtsoft.com/forums/showthread.php?t=2581 )

Offline

 

#2 2009-05-01 12:06:52

Keph
Developer / Moderator
From: Paris
Registered: 2008-07-18
Posts: 79
Website

Re: ClanLib 2.0

Hi rombust and thanks you for informations.

Does ClanLib 2.0 still support SDL render ?

I just compiled ClanLib 1.0 and OpenAlchemist works fine with it.

Offline

 

#3 2009-05-01 17:44:59

rombust
New member
Registered: 2009-04-29
Posts: 8

Re: ClanLib 2.0

Currently ClanLib 2.0 does not support SDL

SDL was dropped for 3 reasons
1) ClanLib currently has a built in software based renderer (called ClanGDI) for people without 3d graphic cards .  This has been optimised for the current cpu's, i.e. It takes advantage of multi-core cpu's etc.
2) The active developers did not see any need for supporting it, as ClanLib can do all that SDL can do (as far as I know)
3) For commercial game programming, it is ideal to be able to incorporate the source directly (with specific optimisations) without releasing the source. SDL has a LGPL license.

(ClanLib DirectX 9 and 10 targets will exist in the future, currently only the framework exists)

In theory though, ClanSDL could exist, we just need someone to write it smile

I hope that helps.

Offline

 

#4 2009-05-01 18:19:13

Keph
Developer / Moderator
From: Paris
Registered: 2008-07-18
Posts: 79
Website

Re: ClanLib 2.0

Thanks you. I should take a look. For me, the main advantage of SDL is its great support on Linux with free drivers. I personally use the OpenGL render because I have nvidia drivers, but I want the game to be "open source integrists compatible " !

Offline

 

#5 2009-05-02 10:29:21

Porb
New member
Registered: 2009-05-02
Posts: 1

Re: ClanLib 2.0

it's not that ClanLib 2.0 doesn't sound promising, but the reality is that its pretty new
and therefor still requires lot of testing for many more or less unix like operating systems, so i don't think it should be used so hasty until some time has passed so we have more ports for various operating systems.

it's kind of shame that there is no SDL backend, as its one of the most portable way for *nix like operating systems. if and when audio happens, i just hope that you also use sdl for it.

just my $0.2 cents.

Offline

 

#6 2009-05-03 09:38:42

rombust
New member
Registered: 2009-04-29
Posts: 8

Re: ClanLib 2.0

Yes, I agree.

ClanLib V2.0, should have an SDL target, for the above reasons.

It should be straightforward to implement, I will have a look and get back to you when done.

Thanks

Offline

 

#7 2009-07-16 07:07:06

rombust
New member
Registered: 2009-04-29
Posts: 8

Re: ClanLib 2.0

For interest, ClanLib 2.0.3 has been released.

It now supports the following targets (For WIN32 and Linux)
   GL (OpenGL V2.0 and above)
   GL1 (OpenGL V1.3)
   GDI (Software rendering using SSE2 instructions)
   SDL (Using SDL library)

See - http://www.rtsoft.com/forums/showthread.php?t=2751 for further information

See - http://www.clanlib.org/ for source code

Offline

 

#8 2009-07-16 20:12:51

Keph
Developer / Moderator
From: Paris
Registered: 2008-07-18
Posts: 79
Website

Re: ClanLib 2.0

Great !

Thanks for the work you done, I'll take a look and manage to switch to this new version.

Offline

 

#9 2009-09-23 09:03:40

rombust
New member
Registered: 2009-04-29
Posts: 8

Re: ClanLib 2.0

To keep you informed. I have converted the source to ClanLib 2.0. It just needs a few tweaks to complete it.  I will let you know when it's done, so you can choose whether to use it, or not

With reference to the memory leak problem with skins. I think it is caused by:

" CL_ResourceManager gfx("general.xml", new CL_Zip_Archive(sp -> filename), true); "

Nothing destroys that new archive.

Last edited by rombust (2009-09-23 09:04:01)

Offline

 

#10 2009-09-23 20:43:30

Keph
Developer / Moderator
From: Paris
Registered: 2008-07-18
Posts: 79
Website

Re: ClanLib 2.0

rombust wrote:

" CL_ResourceManager gfx("general.xml", new CL_Zip_Archive(sp -> filename), true); "

Nothing destroys that new archive.

Oh yes, I just copied piece of code; and I supposed that clanlib delete the archive itself. Silly mistake !

Offline

 

Board footer

Powered by FluxBB