On 26 December 2013 07:52, Ronie Salgado <[email protected]> wrote:

> Alex,
>
> libSDL and libSDL2 are low-level multi-media libraries designed for games.
> Those libraries are best suited for basic pixel blitting, some lines and
> rect in a cross platform way. Both libraries allows you to use a custom
> software rendering or create a window in a cross-platform way. As for
> Cairo, that's a full featured vector graphics library, practically designed
> for SVG rendering. So, those two libraries cannot be compared, but I think
> that Cairo can be used to render into a texture and then use SDL to display
> it on screen. Actually, I don't have any experience with Cairo.
>
> As for the VM, I was looking at his Unix platform module, suspecting that
> the tearing and flickering was caused by using just XLib for blitting the
> main pharo window after Milton told that those issues aren't seen in
> Windows. If we add to the mix some always buggy AMD drivers, it seems that
> the solution goes by rewriting the display to uses OpenGL for blitting the
> main window, with VSync enabled, or using a separate native window for
> OpenGL graphics.
>
> By the way, what I found most strange about display VM code is that
> there's support for creating an OpenGL context already in place, with an
> accompanying -glxdebug flag, for verbose output. When I tried that option,
> I didn't get any output, so I could assume that these is not used for fast
> blitting under Linux.
>
> As for SDL2, it provides all the required facilities for a VM display
> module, without having to deal with X11 or platform specifics. Window
> creation, multiple OpenGL context creation, clipboard handling, input
> support, multi-threading, sound support, drag and drop. That version of SDL
> had a strong contribution by Valve, they needed something to start pushing
> heavily Linux, even the latest versions of Steam uses it.
>
> Anyway, I am planning to discuss this matter with Igor, during my stay at
> Lille.
>
>
Yes, i want to do some improvements in this area of VM.



> Greetings,
> Ronie Salgado
>
>
> 2013/12/26 Alexandre Bergel <[email protected]>
>
>> Ronie,
>>
>> You mention libSDL. Do you know how it compares with Cairo? They look
>> similar, but I could not find a detailed comparison
>>
>> Alexandre
>>
>> Le 26-12-2013 à 0:12, Ronie Salgado <[email protected]> a écrit :
>>
>> Stef
>>
>> That sounds very interesting. I dream of a virtual world environment such
>> as Second Life, highly dynamic and completely open source.
>>
>> But currently I would like to do a simple video game, with toon like
>> graphic, using bullet for physics. I think that making an actual game
>> development pipeline would be very interesting.
>> I would not create a full level editor, modeling software because it
>> takes too much time, and there is Blender which is open source and very
>> complete.
>>
>> Some tasks required are as follow:
>> - An easy way to make bindings for C++ libraries. For this I am going to
>> start extending SWIG(http://www.swig.org/) so it can generate bindings
>> for Pharo NativeBoost.
>> - Bindings for the Bullet physics engine(
>> http://bulletphysics.org/wordpress/). With the extensions for swig, this
>> is trivial.
>> - An importer for COLLADA. COLLADA is a XML based asset exchange format,
>> with a wide support in different 3d model editors, such as Blender.
>> - For Linux, a new VM display module is required. The current that uses
>> just X11 suffers of severe tearing and flickering. I would like to make a
>> display module for the VM that uses SDL2, which is a cross platform library
>> that supports hardware accelerated graphics, or cross platform creation of
>> an OpenGL context.
>> - I think that garbage collection would require some determinism/time
>> constraint or write some guidelines to avoid triggering the gargbage
>> collector. When I'm testing the particles, I can see some noticeable pause,
>> that I attribute to the garbage collector.
>>
>> Greetings,
>> Ronie Salgado
>>
>>
>> 2013/12/25 Stéphane Ducasse <[email protected]>
>>
>>> Ronie
>>>
>>> I was talking about 3D with Igor (because Igor came to Smalltalk because
>>> he wanted to use it as a game engine and built rendering
>>> engine in Pascal long long time ago :).
>>> So I was brainstorming to see what you could do.
>>>
>>> the last time alex show roassal 3D we were thinking that it would be
>>> good to build a kickstarter show case on something
>>> sexy (maybe bridging a physical model to 3D)….
>>>
>>> Now what would like to build with NBOpenGL? What are your dreams and how
>>> could we slice them into tasks that could be reached in a limited amount
>>> of time.
>>>
>>> Stef
>>>
>>
>>
>


-- 
Best regards,
Igor Stasenko.

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