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gqe's Issues

Property values from prototypes do not carry over to instances.

What steps will reproduce the problem?
1. Make a Prototype object.
2. Add or change a property of that prototype
3. Make an Instance of it.

What is the expected output? What do you see instead?
The instance should obtain the property and the value of the prototype. It just 
receives the default value.

I'm not 100% sure why this happens. I think it has something to do with how 
systems are added when making instances.

Original issue reported on code.google.com by [email protected] on 29 Nov 2012 at 9:11

Getting FPS and UPS directly from the StatManager

The functions GetFrames() and GetUpdates() only return the current frame- or 
updatecount since it's last reset as a second was over.
Whith that information the user would then have to create again his own clocks 
and synchronize them somehow with the StatManager clocks to be able to 
calculate the FramePerSecond or UpdatesPerSecond rates.
But on the other hand StatManager does calculate the FPS and UPS every second, 
so it actually could return those rates, even if they are not from the current 
second, but from the last one.

With that said, it would be nice to have two functions in the StatManager, 
which returns
a) the FPS
b) the UPS

The UPS is essential for calculating the next move of any moving object, 
otherwise it would end up being dependend on the process power.

Original issue reported on code.google.com by [email protected] on 14 Feb 2011 at 12:36

strcasecmp

When trying to compile with mingw32, I am getting an error of strcasecmp not 
being defined in this scope. I looked in string.h and it *is* there, so I am 
not sure where the problem is.

Original issue reported on code.google.com by [email protected] on 12 Dec 2011 at 6:28

CMake error when installing tictactoe

I think it was before and now again after the update for SFML 2.0, that one 
gets a CMake error, when trying to compile the INSTALL project, although the 
tictactoe games gets created and works!
The error is the following:
--------------------------------------------------------------------------
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: Der Befehl "setlocal
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: "C:\Programme\CMake 2.8\bin\cmake.exe" -DBUILD_TYPE=Debug -P 
cmake_install.cmake
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: if %errorlevel% neq 0 goto :cmEnd
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :cmEnd
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :cmErrorLevel
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: exit /b %1
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :cmDone
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: if %errorlevel% neq 0 goto :VCEnd
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :VCEnd" wurde mit dem Code 1 beendet.
--------------------------------------------------------------------------

Since I don't know anything about CMake, I have no idea what the problem is...

Original issue reported on code.google.com by [email protected] on 1 Sep 2011 at 8:31

Clock issues with GetElapsedTime() in SFML 2.0

SFML 2.0 uses AsSeconds() instead of GetElapsedTime() for sf::Clock.

Throws compile error.


Using GQE 0.13 with SFML 2.0


Basically, in SFML 2.0 it needs to be AsSeconds(). Probably a simple fix, just 
thought I would let you know.


Original issue reported on code.google.com by [email protected] on 4 Feb 2012 at 3:17

Direct.h header not present on Mac

What steps will reproduce the problem?
1. #include <direct.h> is not found on XCode 4.0.
2. Asset Manager uses an erase() function that is not available.

What is the expected output? What do you see instead?
It doesn't build at all.

What version of the product are you using? On what operating system?
I'm using XCode 4.0 on MacOSX 10.6.7 with 2 GiB of RAM.

Please provide any additional information below.
Where do I find the source of direct.h?  Is it supposed to be a standard C 
library?  Is it supposed to be added in C++0x?

Original issue reported on code.google.com by [email protected] on 24 Mar 2011 at 9:11

Let the AssetManager automaticly clean up.

With the size of projects the number of loaded assets raises. It's already a 
bit an effort to write all the code for the loading process, but that's not all 
because at the end of a state all the loaded assets which won't be used any 
further have to be removed, again with an other line of code for each asset.
So since we got a manager wouldn't it be nice if he could remove the assets 
automaticly when called 'RemoveStateAssets()' or something like that?
Clearly it would affect the loading parameters, because you then would have to 
declair if the asset will be used only in this state or also in others.

Original issue reported on code.google.com by [email protected] on 14 Feb 2011 at 1:58

Being able to deactive the strict logfile output.

The log file helps in many ways to identify problems and is essential for 
debugging and maybe also resolve crashes of self written games on PCs of users.
But the hard printout of all the errors is IMHO not necessary, so it would be 
great to implment first of all a code-based switch and afterwards a 
command-line switch, meaning that the user can call the game with a specific 
parameter to turn the log output on or of.

Original issue reported on code.google.com by [email protected] on 14 Feb 2011 at 12:43

Newest SFML 2.0 isn't supported...

I'm not sure anymore if you've intended to support the 2.0 versions, but I 
mention it anyway.

Because there have been big API changes since v1.6 there is alot incompatible 
code in the GQE.

- sf::Input has been removed and sf::Mouse, sf::Keyboard and sf::Joystick got 
introduced.
- sf::Image got replaced by sf::Texture, exept for pixel-manipulation
- ...

A nearly complet list can be found in the offical forum. 
(http://www.sfml-dev.org/forum/viewtopic.php?p=35091#35091)

Original issue reported on code.google.com by [email protected] on 30 Aug 2011 at 12:06

Combine SFMLx-Proj with GQE to make creating GQE project easier

Might I suggest a combination of your SFML-Proj and GQE downloads? Something 
that would make it possible to get started with all of the cross platform SFML 
libs and your wonderful GQE engine together. I just thought of that as I have 
been going through and combining the different CMake files to create such a 
project.

Original issue reported on code.google.com by [email protected] on 1 Sep 2011 at 5:49

Can't build on Ubuntu 10.10

What steps will reproduce the problem?
Building gqe v0.5 on Ubuntu 10.10

What is the expected output? What do you see instead?
There is an error on Line 189 of AssetManager.cpp, and direct.h is missing

What version of the product are you using? On what operating system?
Ubuntu 10.10, G++ v4.4.5

Please provide any additional information below.
I have solved the problems by removing the direct.h include and replacing the 
AssetManager.cpp file trough that one from the SFML-Wiki.


Original issue reported on code.google.com by [email protected] on 3 Apr 2011 at 12:17

  • Merged into: #6

Reset any state without secondary states.

Sometimes the programmer would like to reset a state completly. In such a case 
there for now three options and all of them aren't that nice.
a) Remove and reset all variables and class internally created and used by the 
state.
b) Create a drop-back state, which creats automaticly a new state when the 
first one is removed from the stack.
c) Just create a new state over the other one, leave all the allocated memory 
in the stack/heap and remove all states at the end.

If there would be a function like 'ResetActiveState()', which unloads and 
reloads the active state, that would be very helpfull in some situations.

Original issue reported on code.google.com by [email protected] on 14 Feb 2011 at 1:50

Incompatible with Linux.

What steps will reproduce the problem?
1.Build as usual with CMake.
2.Run make.
3.Fail spectacularly.

What is the expected output? What do you see instead?
It should compile. I see "fatal error: direct.h: No such file or directory
compilation terminated.
make[2]: *** 
[CMakeFiles/TemplateProject.dir/TemplateProject/GQE/classes/App.cpp.o] Error 1
make[1]: *** [CMakeFiles/TemplateProject.dir/all] Error 2
make: *** [all] Error 2
"

What version of the product are you using? On what operating system?
Linux.

Please provide any additional information below.
Can you post when/if this will be implemented? Thanks! 

PS love the engine so far =)

Original issue reported on code.google.com by [email protected] on 2 May 2011 at 11:11

GQE for SFML 2rc and CMake 2.8

At the moment GQE is not compatible with SFML 2rc and CMake 2.8.
But the fixes are rather small:

CMake - the set_option isn't a valid command anymore. Creating a macro does 
solve this problem:

macro(set_option var default type docstring)
    if(NOT DEFINED ${var})
        set(${var} ${default})
    endif()
    set(${var} ${${var}} CACHE ${type} ${docstring} FORCE)
endmacro()

SFML's string class moved from the graphics package to the system package, thus 
the new include path is now:
<SFML/System/String.hpp>

Original issue reported on code.google.com by [email protected] on 20 Apr 2012 at 12:25

Need fallback fonts for different OSs.

What steps will reproduce the problem?
1. Try running on Mac or Linux.

What is the expected output? What do you see instead?
I expect to see a font load.  I see 'Failed to load font "arial.ttf" (cannot 
open resource)'.

What version of the product are you using? On what operating system?
ToT on MacOSX 10.6.7.

Please provide any additional information below.
Helvetica would be a good fallback for Mac.  I think VeraSans is a good one for 
Linux.  If you find a good free font you could bundle with a game, that would 
be even better.

Original issue reported on code.google.com by [email protected] on 31 Mar 2011 at 7:56

Can't compile Example on Linux

What steps will reproduce the problem?
Seting BUILD_EXAMPLES to TRUE
And build with:
mkdir build 
cd build
cmake -G "Unix Makefiles" ..
make

What is the expected output? What do you see instead?
There are many Errors when linking. I think there are the imports of some 
sfml-librarys missing. I have pasted the error mesages to pastbin.com. I hope 
that's ok.

Error Messages: http://pastebin.com/SK3Mki1x

What version of the product are you using? On what operating system?
I'm using the zip package of gqe v0.5, Ubuntu 10.10 and G++ 4.4.5.

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 5 Apr 2011 at 9:25

tictactoe not linking

When using the static SFML 2 builds with mingw x86, I was getting lots of 
linker errors.
After searching a bit, I found the problem to be that the SFML libraries were 
being linked in the wrong order. They were in window-system-graphics-audio, 
where the correct order should be audio-graphics-window-system. I corrected 
this in the attached src/GQE/Core/CMakeLists.txt file. It now linkes just fine 
for me.

I would think this would have also affected all other compilers and 
shared/static combinations, but I haven't tested it. Anyway, this fix shouldn't 
break anything that was working.

Original issue reported on code.google.com by [email protected] on 18 Dec 2011 at 8:59

Attachments:

find_package no finds SFML

What steps will reproduce the problem?
1. mkdir build
2. cd build
3. cmake -G "Unix Makefiles" ..

What is the expected output? What do you see instead?

CMake Error at cmake/Modules/FindSFML.cmake:165 (message):
  Could NOT find SFML (missing: SFML_AUDIO_LIBRARY SFML_GRAPHICS_LIBRARY
  SFML_WINDOW_LIBRARY SFML_SYSTEM_LIBRARY)
Call Stack (most recent call first):
  src/GQE/Core/CMakeLists.txt:55 (find_package)

What version of the product are you using? On what operating system?

GNU/Linux Mint 11.

Please provide any additional information below.
SFML 1.6 installed trough debian package system.

Original issue reported on code.google.com by [email protected] on 26 Jun 2011 at 11:22

Example

It would be nice if there would be an example, which shows how to use GQE. The 
example should be a small game, for example Pong or Snake. Because the example 
that comes with GQE in the moment isn't very helpful.

Original issue reported on code.google.com by [email protected] on 2 Jul 2011 at 12:04

#include <stdint.h> in Config.hpp with Visual Studios

To Reproduce:
1. Using visual studios 2008(I've been told its all Versions before 2010)
2. Build a project file with CMake.
3. Compile project.

Expected Output:
It should compile.

Output:
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) : 
fatal error C1083: Cannot open include file: 'stdint.h': No such file or 
directory
StringUtil.cpp
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) : 
fatal error C1083: Cannot open include file: 'stdint.h': No such file or 
directory
SplashState.cpp
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) : 
fatal error C1083: Cannot open include file: 'stdint.h': No such file or 
directory
MenuState.cpp
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) : 
fatal error C1083: Cannot open include file: 'stdint.h': No such file or 
directory
StringLogger.cpp

...

System Info:
OS: Windows 7, 32 bit
Compiler: Visual Studios 2008
Libraries: SFML 1.6, GQE 0.12Pre

This problem can be fixed by downloaded and installing stdint.h your self but 
that might not be the best solution.

Original issue reported on code.google.com by [email protected] on 7 Oct 2011 at 4:40

AssetManager should be able to read a asset 'collection' file.

When working with a lot of diffrent assets you soon realise how unorganized the 
whole thing is getting.
I noticed while developing a small game, with really not many assets, I ended 
up with 11 images and one font file. If one now would go a step further and 
develop a bigger game there could be hundreds of files.
The best way to resolve this issue is by creating one big file (or you could 
also have multiple files), which contains all the tiny other files.
This could be a simple zip file or a selfwritten binary file.
Such a feature would be great for game development!

Original issue reported on code.google.com by [email protected] on 18 Feb 2011 at 12:30

Assertions need to be replaced with real error messages for release mode compiles.

What steps will reproduce the problem?
1. Make an app that will produce an assert.
2. Run the malformed app in release mode.

What is the expected output? What do you see instead?
Expected output:  an assertion triggered an event.

What version of the product are you using? On what operating system?
ToT on MacOSX 10.6.7.

Please provide any additional information below.
Assertions only work in Debug mode by their nature.  Real error messages to 
stderr would be preferred and exiting the program would help also.

Original issue reported on code.google.com by [email protected] on 31 Mar 2011 at 8:02

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