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Full Version: yagl - yet another game lib
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Quote:Neither of ye happen to be responsible for yabasic, do you?
:rotfl:

matt
Even if I was, I'd never admit it. Big Grin
any chance that you are going to write a wrapper? If you want to look for interest perhaps you could start a poll and see if its worth it? Just an idea.
hm poll, that would mean a seperate thread and ppl don't like double posts hm. on the other hand seeing this thread ppl are more interested in the name than in the actual thing hehe so screw it
lots of progress. the thing is now nearing completion.

+ added string class so you can do this now

Code:
Yagl::String mytext = "ya right a number follows" + 234234 + " nu " + 0.34232f + "\n";

+ added full logging and full memory leak detection for the complete library, i can't possibly miss any bugs in the library now ( memory wise that is :p )

+ added clipping for put buffers to the fbgfxlib and then to yagl. i'd love to contribute that to the fbgfxlib but the thing is that my way of doing things would brake the standard gfxlib :p

+ cleaned up a lot, documented everything now

+ own input module for keyboard, mouse and joystick

and a couple of other things. i plan on adding an opengl backend altough that would put some limitations on the surface class:

+ no surface to surface blits anymore
+ no manipulation of the surface once it is loaded with a bitmap and finalized ( it becomes a gl texture + quad )
+ no drawing primitives on surfaces
+ color keying simulated through alpha channel in 32-bit texture ( not really a limitation but can suck up video memory, shouldn't be a problem nowadays though :p )

the benfit of an opengl backend would be that you could use 3d graphics combined with the 2d abilities of yagl and blitting would be a hell lot more fast. i would really love to hear opinions on that matter from you ppl, though i don't think anyone would care :p

you can find the current docs at http://ratatoskr.dragonhill.cc/public/pr...index.html

and the current svn snapshot can either be browsed or downloaded via an svn client from
http://opensvn.csie.org/gamelibpp
YAGL is kind of a cop-out name... I recommend dropping the acronym and calling it something similar but phonetic, like "Yagle", or "Eagle".

Great library though, and excellent choice for a backend.
Yeah, make it boring sounding...great...why doesn't he just call it "Firefox". Tongue Big Grin :lol:
Bagel
He could call it Firefox, but it turns out that's already a movie starring Clint Eastwood, so the name's taken. Bagel, however, is AWESOME.
http://ratatoskr.dragonhill.cc/public/pr...ackend.zip

the first demo of the glbackend, features line, box, solid box drawing, blitting in solid, colorkeyed and alphamasked mode, and the same but with range that is you can define a source rectangle of the source surface to be blit to screen. the whole thing is designed in such a way that no user triggered gl states get altered ( yagl's glbackend doesn't alter a lot of states anyways ). see the example with the triangle.

to skip a test just press escape

fps counts and machine specs welcome :p

that thing's a lot faster. don't get fooled by the low fps you get with the lines and boxes the thing draws 5000 lines/boxes per frame thus the low framerates...
Code:
line test fps: 65.389149
box test fps: 27.473200
solid box test clipped fps: 100.232270
user 3d code + yagl 2d test fps: 880.309857
ranged blit solid test fps: 575.615561
blit transluency test fps: 537.114965
ranged blit test fps: 292.183016
unregistered all decoders

It seemed a bit buggy. The girl sprite was upside down, and the white (ffffff) portions of her face were replaced with "transparent" (255, 0, 255). I don't know if that was deliberate, but it looked wierd.
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