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Allegro new style??? |
Ariesnl
Member #2,902
November 2002
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would that be good? - based on C++ (classes) - full blown 3D engine - etc just an idea... Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
spellcaster
Member #1,493
September 2001
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You might want to look into OGRE. (Small note: this is to discuss "allegro.cc" the site, not "allegro" the library. You might have wnated to post in the "Allegro Development" forum). -- |
CGamesPlay
Member #2,559
July 2002
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Quote: would that be good? No. If only for the reason that it is nice to be able to get a simple presentation going in Allegro in 20 minutes or less. -- Ryan Patterson - <http://cgamesplay.com/> |
Krzysztof Kluczek
Member #4,191
January 2004
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Quote: Allegro new style?? The only thing I'd really like to see in Allegro is: IDirect3D9 *al_Direct3DCreate9(UINT SDKVersion); ________ |
A J
Member #3,025
December 2002
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KK, seems like you already know what you want, coding it should be a problem. ___________________________ |
Richard Phipps
Member #1,632
November 2001
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Quote: coding it should be a problem. So true! |
Thomas Harte
Member #33
April 2000
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Quote: So true! Don't jump too hastily - this could be one of those Americanisms. Like saying "I could care less" instead of "I couldn't care less". [My site] [Tetrominoes] |
amarillion
Member #940
January 2001
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Ariesnl: Are you asking permission for making a new style allegro library? You don't need permission for that, just go right ahead. No problem. -- |
Evert
Member #794
November 2000
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Before reinventing the wheel yet again, you may want to look at howfar Korval got. And if you want, we can also use a hand for Allegro itself (though I think everyone is too busy at the moment with other things to do much in the way of explaining what needs to be done and how). |
Elias
Member #358
May 2000
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I think Korval wasn't going to include a full 3d engine though. -- |
Ariesnl
Member #2,902
November 2002
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Hum I made a sprite/unit engine for my startrek game.. maybe I could make it a common sprite handeling engine with depth sort It onl;y needs better collision detection .. and maybe change it to using fixed point math.. would that be nice in allegro ? usable like this:
Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
GullRaDriel
Member #3,861
September 2003
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isn't allegro in full c ? "Code is like shit - it only smells if it is not yours" |
Ariesnl
Member #2,902
November 2002
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owww ok but most compilers ( the one's I know) mix C and C++ whthout any trouble) Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
ImLeftFooted
Member #3,935
October 2003
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I think someting I'd really like to see in allegro is more GPU usage. |
Evert
Member #794
November 2000
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Quote: would that be nice in allegro ? I think it's too highlevel. You could make it an addon, though. Quote: I think someting I'd really like to see in allegro is more GPU usage. Yes, we know. |
Ariesnl
Member #2,902
November 2002
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Quote: Yes, we know. hum allegro has support for DirectX hardware .. hum how about OpenGL hardware ? on some com's OpenGL HW is faster Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
GullRaDriel
Member #3,861
September 2003
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try allegro gl. "Code is like shit - it only smells if it is not yours" |
HoHo
Member #4,534
April 2004
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Quote: hum allegro has support for DirectX hardware .. I think it was directDraw, not Direct3D. There is quite a big difference. __________ |
Thomas Harte
Member #33
April 2000
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Quote: I think someting I'd really like to see in allegro is more GPU usage. I'd like to see some. I'd also like to see the abandonment of the pure-C blitters for OS X. Firstly because the PowerPC variant of the OS provides a highly optimised version that Allegro seems to just ignore and secondly because now that SDL has Altivec blitters for situations that the OS can't inherently handle it really does leave Allegro in its dust trail. Alternatively I'd like to see some sort of documentation on how the Allegro internals, because no matter what the developers who work on Allegro all the time say, figuring out what is going on where is not straightforward. [My site] [Tetrominoes] |
Evert
Member #794
November 2000
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Quote: I'd also like to see the abandonment of the pure-C blitters for OS X. Firstly because the PowerPC variant of the OS provides a highly optimised version that Allegro seems to just ignore We're not `ignoring' it, we know it's there. But someone has to write the driver for that. Someone with OS X, that is. Of active developers, I think that implies Pete Hull. Quote: Alternatively I'd like to see some sort of documentation on how the Allegro internals, because no matter what the developers who work on Allegro all the time say, figuring out what is going on where is not straightforward. Who ever said it was easy? I tried to integrate AllegroGL as an OpenGL driver on my sandbox copy of the new API branch a few weeks ago to get an idea for how the OpenGL driver would work and how some of Allegro's internals would have to be modified. I couldn't figure out how to integrate it `properly' (as a new driver), but I admittedly stopped trying after a short while (I had other things to do). If I take a day or two to look things over and sit down for it, I should be able to do it without too much problems. The most confusing part, at first, as that most Allegro functions are really wrappers around calls to vtable functions. Once you know if a function is implemented in a vtable you can probably find it easily enough by opening the associated driver file (there's some logic to the naming of these, fortunately). Allegro's internals are very poorly documented and that will need to be remedied in the new api, but right now there's not much we can do about it. |
Thomas Harte
Member #33
April 2000
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Every said: Who ever said it was easy? Several people on several occasions. For example, on the 19th April 2005 I started a thread entitled No hardware scaling?. My first post contained this text: Thomas Harte said: gfx_capabilities seems not to have a flag for hardware sprite scaling, yet I am aware that it is supported almost across the board by libraries such as DirectDraw. Am I to understand that Allegro never uses the hardware for this purpose? The very first reply was by you and contained this: Evert said: There are however methods in the BITMAP vtable for all those operations, so it should be trivial to fill them in for someone with some basic DX knowledge. Now, as far as I'm concerned, something being "trivial" means that it is more than easy. Of course I note that the only requirement to find the task of going into Allegro, locating the correct vtable (hence understanding the driver structure) and adding a new function (hence understanding the general source layout as to where stuff should go) is that they have "some basic DX knowledge". You notably do not suggest that it would only be trivial to someone who knew Allegro's source or that it should be trivial if documentation existed. This is just one example. [My site] [Tetrominoes] |
Evert
Member #794
November 2000
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Ok, let me rephrase that and put it into context. The hard part is figuring out how an existing driver works, where it is and writing a new driver from scratch. This isn't always obvious, but you don't always need to know either. Quote: You notably do not suggest that it would only be trivial to someone who knew Allegro's source Well, that was meant to be implicit. Obviously, it's not easy to change something in sourcecode you have never seen before. Anyway, hypothetical situation, if I told you the function prototype that a hardware accelerated blit function (say) should have, could you write it assuming you knew how to acces data from a source bitmap? When it comes down to it, that's all that is required for adding a vtable function. |
Thomas Harte
Member #33
April 2000
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Quote: Ok, let me rephrase that and put it into context. I was going to follow your lead and turn this into a thread quoting as many past examples of developers stating or implying that the Allegro sources are straightforward or easy to get into but then I discovered a thread that made me discover Tomasu's wiki concerning the internals of Allegro, which seems to be incomplete but immensely useful for those of us trying to decipher the thing without any clue whatsoever where to look. Is it likely that if that resource were used as a tool for someone trying to crack the Allegro code and any things not explained or left ambiguous in it were directly asked here that they'd be answered sufficiently that the answers could be put back into the wiki? [My site] [Tetrominoes] |
Evert
Member #794
November 2000
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Quote: I was going to follow your lead and turn this into a thread quoting as many past examples of developers stating or implying that the Allegro sources are straightforward or easy to get into
Well, they're not. Some tasks are easy in principle, like the example above, but not for someone unfamiliar with the code. Quote: Is it likely that if that resource were used as a tool for someone trying to crack the Allegro code and any things not explained or left ambiguous in it were directly asked here that they'd be answered sufficiently that the answers could be put back into the wiki?
Yes, that would be very useful. I intended to edit my post to point to the wiki, but somehow I only got gibberish when I tried to load the page. |
Ceagon Xylas
Member #5,495
February 2005
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Quote: - full blown 3D engine NO! |
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