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TCs - What's left? You decide.
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PostPosted: Wed Oct 26, 2016 4:23 pm
   Subject: Re: TCs - What's left? You decide.
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I suppose it will be asked whether OpenGL would be faster than SFML. I invite someone with better C coding skills than I to try out both, although he/she had probably done an OpenGL port by this time if he/she really has those skills. Smile
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PostPosted: Wed Oct 26, 2016 9:16 pm
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Well, SFML leverages OpenGL, so the results will likely be similar. OpenGL, regardless of whether you use it as an accelerated 2D renderer or actually render the game in 3D with it, will be much, much faster than the existing software renderer.
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PostPosted: Thu Oct 27, 2016 10:52 am
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AlumiuN wrote:
Well, SFML leverages OpenGL, so the results will likely be similar. OpenGL, regardless of whether you use it as an accelerated 2D renderer or actually render the game in 3D with it, will be much, much faster than the existing software renderer.


Originally I moved from SDL to SFML because I am huge fan of shmups (bullet hell shooters)...
I started to work with SDL but quite soon hit the limit without using OpenGL

To test whether was more suitable for making that kind of game I made a simple test application using both wrappers that would spawn randomly rotating and moving bullets till the FPS drops below 50.
In SDL I only reached bit over 1000 bullets (that is more than enough), but I had to make a separate sprite before hand for each rotation so I could only show the bullets in 8 angles.

In SFML however I reached about 20,000 bullets and each of them were rotatated in real time.

Anyway, back to the SFML conversion...
I actually got quite far with the raycaster (I think I showed Ron some of my achievements, I even got the see through walls working that I originally tried to do with Wolfenstein.

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PostPosted: Thu Oct 27, 2016 1:02 pm
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WLHack wrote:
AlumiuN wrote:
Well, SFML leverages OpenGL, so the results will likely be similar. OpenGL, regardless of whether you use it as an accelerated 2D renderer or actually render the game in 3D with it, will be much, much faster than the existing software renderer.


Originally I moved from SDL to SFML because I am huge fan of shmups (bullet hell shooters)...
I started to work with SDL but quite soon hit the limit without using OpenGL

To test whether was more suitable for making that kind of game I made a simple test application using both wrappers that would spawn randomly rotating and moving bullets till the FPS drops below 50.
In SDL I only reached bit over 1000 bullets (that is more than enough), but I had to make a separate sprite before hand for each rotation so I could only show the bullets in 8 angles.

In SFML however I reached about 20,000 bullets and each of them were rotatated in real time.

Anyway, back to the SFML conversion...
I actually got quite far with the raycaster (I think I showed Ron some of my achievements, I even got the see through walls working that I originally tried to do with Wolfenstein.


Yeah, exactly; when I was still making Panacea I realised there was no way I was going to get it looking how I wanted without using OpenGL because SDL and software rendering was way too slow.
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PostPosted: Sun Oct 30, 2016 12:58 pm
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After thinking at this for a moment, I think I will try to port Wolf3D to SFML.
However my main focus is on completing the two mods I am currently working on so the progress might be bit slow.

Anyway, once I have some real progress done I will start a separate thread for this.

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PostPosted: Wed Dec 28, 2016 4:22 pm
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I have added OpenGL support to a version of Wolf4SDL I privately maintain. However I don't know much about SFML.

I'll ask an obvious question. Is there a git project for Wolf4SDL?

It would be nice to bring all porting efforts back into a single source tree - whether that is porting to SFML or OpenGL or something else..
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PostPosted: Wed Dec 28, 2016 8:53 pm
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I'm not aware of one; the original source had an SVN but I'm sure if that's still up and it's certainly not as good as something like Git.
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PostPosted: Thu Dec 29, 2016 7:10 am
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I would focus first on finding a more permanent host for the current versions of Wolf4SDL and its source code. Once that's situated, it'll be far more practical to have things put together into a single source tree again. Smile
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PostPosted: Thu Dec 29, 2016 1:36 pm
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Well, Github would be entirely appropriate for that. In fact, I might go set up a Github repo for it now. I'll base it off Andy's revision because I feel like that's the best.

EDIT: Here we are; do we want to treat this as an official source for it and update links in the necessary places? I will also be accepting commits for bug-fixes and such, as well as new features as long as they can be entirely toggled with a #define in version.h.
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PostPosted: Thu Dec 29, 2016 4:32 pm
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This is great! Very Happy

I think it would be more than appropriate to update links in appropriate places once the relevant people have given their blessing.

Any commits must be approved by the relevant "stakeholders". All controlled via version.h unless its a bug fix that affects all releases.

For something like porting to SFML or OpenGL (or whatever) I would suggest branching the git repository so we don't 'taint' the mainline. I am happy to provide code review of any new commits going into Wolf4SDL. I am available to perform maintenance and/or development of new features if required.

Thanks for uploading it. Smile
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PostPosted: Thu Dec 29, 2016 6:17 pm
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Yeah, branches would be appropriate for stuff that significant. Depending on the time and motivation I have in the near future I might try to make a few things work better (like making the --resf parameter not break everything, for example).
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PostPosted: Thu Dec 29, 2016 8:19 pm
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Perhaps the current todo items should be created as issues in the repository as well.


Last edited by linuxwolf on Thu Dec 29, 2016 8:22 pm; edited 1 time in total
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PostPosted: Thu Dec 29, 2016 8:20 pm
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Here's a question for the other DHWs members. Is GitHub going to be a problem for anyone here on DHWs? I'm not familiar with its history.

If having the Wolf4SDL source hosted on GitHub *is* the right way to go, we can always have a link to it posted on the main Wolf4SDL thread. But being poorly-versed on the site in question, I can't encourage or discourage a hosting involving GitHub. Thoughts? Neutral
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PostPosted: Thu Dec 29, 2016 9:37 pm
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linuxwolf wrote:
Perhaps the current todo items should be created as issues in the repository as well.


I'd be fine with that; there's an "enhancement" label for such issues Smile

Tricob wrote:
If having the Wolf4SDL source hosted on GitHub *is* the right way to go, we can always have a link to it posted on the main Wolf4SDL thread. But being poorly-versed on the site in question, I can't encourage or discourage a hosting involving GitHub. Thoughts?


I'd be fine with this; as far as I'm aware Github has always been good, hence it being my choice for such a thing. It would be nice to have a relatively central and official source.
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PostPosted: Fri Dec 30, 2016 4:34 am
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AlumiuN, can you give me permission to make a branch in your Wolf4SDL.git? I want to bring in some helpful math functions.

Otherwise let me know how I can contribute code into your repository. Thanks.
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PostPosted: Fri Dec 30, 2016 12:26 pm
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linuxwolf wrote:
AlumiuN, can you give me permission to make a branch in your Wolf4SDL.git? I want to bring in some helpful math functions.

Otherwise let me know how I can contribute code into your repository. Thanks.


Added you as a collaborator, you should be able to branch it now Smile
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PostPosted: Sat Dec 31, 2016 10:19 pm
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I tried it. I got the same permissions error. I could not push my branch back to origin.
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PostPosted: Sat Dec 31, 2016 10:33 pm
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linuxwolf wrote:
I tried it. I got the same permissions error. I could not push my branch back to origin.


I think you have to accept the collaboration invite first; I sent it yesterday, but I'm not sure if it gets sent to your email or just through Github.
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PostPosted: Sun Jan 01, 2017 12:43 am
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Yes thank you. It works now.
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PostPosted: Mon Jan 02, 2017 6:59 pm
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Depending on what you're intending to do with it, a fork might be a better idea than a branch.
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PostPosted: Tue Jan 03, 2017 1:47 pm
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I have "started" multiplayer support in my lwlib branch. I am using SDL net and UDP sockets. I'm happy to receive course correction from anyone reviewing the code. Thanks.
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