Hi Karl, Well, if it was just the keyboard input problem I'd probably just leave it well enough alone. However, as it happens we do have more serious issues like the game crashing on exit on Windows systems, but not on Linux. As I have tried figuring out a solution for this I don't know I can fix it using the current game engine. I do know that the Windows engine, beta 13 used, worked pretty well all things considered. So if I do create a Windos specific version and a linux specific version it wouldn't necessarily be a major rewrite. It would simply require updating the Windows engine to use some extra functions/features I added to the cross-platform engine and recompile it. Of course, the Windows code for the game would need to be updated too, and that could be probably done in two/three days. Inside of a couple of weeks of work I could basically have two different builds of the game each using native game APIs for the intended platform. This is possible because the Genesis Engine is very object oriented in that all of the real work is done using internal classes. In short, what I am saying is that the functions etc MOTA uses are all generic classes and functions built into the engine itself. If you tell it something like g_audio.SoundPlay (PLAYER_PUNCH, false); it doesn't really matter if the engine is using DirectSound, XAudio2, or OpenAL because the audio class provides a high-level interface to whatever sound API is being used by the engine. That generic/object oriented interface therefore allows me to port code rapidly between platforms and even APIs if I write the code right. Make sense?
Cheers! On 10/14/10, Karl Belanger <karl.belan...@comcast.net> wrote: > Please don't do that. We've been waiting long enough for this game, and > you've put more than enough blood sweat and tears into this, and I'd hate to > see it delayed further. I don't mind the keyboard behavior, and the borders > and site fix the sound issues. I think why people are complaining about > various things is that they do not realize that different libraries means > different behavior, and when they encounter this different behavior in game > they think it's a bug. I think if you simply put something like "The SFML > Libraries do not allow as many simultaneous key presses as DirectX did, > meaning it is not possible to run and pick up items." Would have made people > aware that this is, in fact not a bug, but just a different way of doing > things. > Again, please do not do yet another rewrite of things, causing more delays, > just to make a few people happy. > Karl > Karl --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.