Hi!
Thanks for your comments. Wormux doesn't use the sigc++ yet, it's just a
dependency of paragui...
For the ressource manager it shouldn't be written right now, because it
may be already included in a graphical library...
Anyway, it's a good idea to write a comparison of those library! From my
experience sdl_gfx is quite reliable, i don't know sdl_sge, kira seems
to be dead (or maybe too mature, so it doesn't need bug reports or any
input from users :), and i have had a hard time with paragui...
(see current svn :/)

bye
lodesi

Le mercredi 07 septembre 2005 à 23:11 +0200, Jean-Christophe Duberga a
écrit :
> >>
> >> *** SDL don't provide slot capability and I have seen that slot are 
> >> used in wormux.
> >>  libsigc++ seems to be standard and stable but I don't know if this 
> >> librarie is a good choice for a game.
> >
> >
> > The real question is "Does we need slot capability ? Or would we 
> > rewritten keyboard events using SDL philosophy?"
> >
> That is exactly why I was thinking about. If we need slots libsigc++ 
> seems to be a good choice ( portable, stable, efficient) but for a game 
> I think we can do without it. And as wormux will rely on SDL I think 
> also that this is better to handle events (user input,repainting event, 
> ...) in the SDL fashion even if it imply more modifications in the code.
> 
> >> *** For libraries
> >>  SDL_image can be used to load images (png...) it is stable efficient 
> >> and portable (can be considered as a part of SDL)
> >>
> >>  About the others libraries listed on the wiki : SDL_gfx, SDL_sge, 
> >> Kira, ParaGUI
> >>  The choice is very important, using such libraries can be usefull 
> >> but can lead to problems with
> >>  - portability
> >>  - API stability
> >>  - code homogeneity
> >>  And depending on too many libraries increase risk
> >>
> >> So I think that it could be good to list the requirements for wormux 
> >> ( animation, rotation, zoom ? I don't know them) then make a review 
> >> of the relevant libraries then choose one or none.
> >
> >
> > I totally agree with you. These libraries are also listed on 
> > http://www.libsdl.org/libraries.php where you can watch on which 
> > platforms the library runs.
> 
> 
> Ok, I will write a comparative of theese libraries on the wiki tomorrow.
> 
> >
> > ParaGUI is for widget only: button, listbox, etc so it is not 
> > comparable to SDL_gfx, SDL_sge and Kira.
> >
> > Now let's see what are the requirements :
> >
> > * For standard images :
> >    - loading png
> >    - transparency (and alpha)
> >    - zoom
> >    - rotation with around a point (inside or outof the picture itself)
> >
> > * For sprites (animation) :
> >    - set frame speed (same speed for all frames)
> >    - play (loop)/pause/stop animation
> >    - no need of zoom and rotation
> >
> > In addition, it can be usefull to have collision detection on surfaces 
> > and sprites.
> >
> Good,
> 
> >> Have you already written a RessourceManager and Ressource... classes ?
> >
> > No but I can write a very simple version of ResourceManager quickly 
> > (which just load a xml, make a map with <string xmlnodes, string 
> > filename> and return resource pointer from a xmlnodes).
> 
> As you want, I can write one tomorrow if you want, let me know.
> 
> > I'm not sure we need to write resources classes. I prefer to use SDL 
> > struct directly. (No need to get a pointer to sound resource, just to 
> > play (see jukebox.h))
> 
> I agree, I think that we don't need to encapsulate SDL struct as they 
> provide all we are needing and even if that is not a perfect way  (in 
> design) for a C++ project.
> 
> > I think all these reflexions should be written on the WIKI.
> 
> Ok I will do that
> 
> 
> a+
> Jean-Christophe
> 


        

        
                
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