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#1 2009-09-23 15:16:33

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

OpenAlchemist ported to ClanLib 2.0.5

I have ported OpenAlchemist to ClanLib 2.0.5 (SVN)

I did not used ClanLib 2.0.4 (Release) because it contains a minor bug with CL_ZipArchive's.

ClanLib 2.0.5 can be released when required.

See - http://esoteric.clanlib.org/~rombust/op … .4-src.zip   or http://esoteric.clanlib.org/~rombust/op … .4-src.tgz

(Can you let me know when you have downloaded it, so I can remove it)

I have added OpenGL1, OpenGL2, GDI and SDL targets - So it should work everywhere.

ClanLib 2.0 does not support screen mode change. Instead is scales the game graphics to fill the entire game window. Full screen mode still exists. Also you can now resize the game window.

I have not modified "openalchemist.config"

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#2 2009-09-23 20:41:19

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

Re: OpenAlchemist ported to ClanLib 2.0.5

rombust wrote:

I have ported OpenAlchemist to ClanLib 2.0.5 (SVN)

(Can you let me know when you have downloaded it, so I can remove it)

Done.

Thanks you for your work, I'm looking it.

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#3 2009-09-24 00:18:41

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

Re: OpenAlchemist ported to ClanLib 2.0.5

Compiled on my Linux with SVN version of Clanlib.

It works but I only have 30 fps, whereas I have 400 with my own svn version. Strange problem too: animations are accelerated. Any idea ?

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#4 2009-09-24 07:49:08

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

Re: OpenAlchemist ported to ClanLib 2.0.5

Whoops

In GameEngine::run()

Change:
   main_window.flip();
to
   main_window.flip(0);

I get (for release build on Win32)
OpenGL1 = 980fps
OpenGL2 = 1170fps
GDI = 200fps
SDL = 38fps

Looking into anim speed now...

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#5 2009-09-24 08:46:17

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

Re: OpenAlchemist ported to ClanLib 2.0.5

And again, whoops!

There has a bug where I forgot to remove a boolean - that was never set, but was used.

Hopefully it will work better now.

Updated package at:

http://esoteric.clanlib.org/~rombust/op … .4-src.zip
or
http://esoteric.clanlib.org/~rombust/op … .4-src.tgz

Note, GDI target is now the default rendering target, SDL is very slow. (Of course, you can change this smile )

.. Ah, almost forgot.  CL_Display::flip() on Clanlib 1.0 will always sync to the default setting. CL_Display::flip(0) will not sync to frame. CL_Display::flip(x) will sync to every x frames. This may have changed since ClanLib 0.8 ?

Last edited by rombust (2009-09-24 08:49:11)

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#6 2009-09-24 12:44:35

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

Re: OpenAlchemist ported to ClanLib 2.0.5

Thx.

OpenGL 1&2, and GDI works fine. Why SDL is it so slow ?

I still have problem with animations.

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#7 2009-09-24 12:50:11

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

Re: OpenAlchemist ported to ClanLib 2.0.5

Except this animation problem, all is OK. You have made good work!

I'll merge it with my SVN version.

EDIT: Do it works with ClanLib official release ? If not, when a release will be available ?

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#8 2009-09-24 21:29:37

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

Re: OpenAlchemist ported to ClanLib 2.0.5

I have finished the switching to ClanLib 2.0 on SVN.

It was long but you made the work easier. Thanks you rombust!

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