Thanks Ronie for these explanation

Alexandre


On Dec 26, 2013, at 7:52 AM, 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.
> 
> 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
>> 
> 

-- 
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Alexandre Bergel  http://www.bergel.eu
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