From: kthakore
Date: Thu, 27 Oct 2011 21:01:36 +0000 (-0400)
Subject: Updated Testing Wiki Link
X-Git-Url: http://git.shadowcat.co.uk/gitweb/gitweb.cgi?a=commitdiff_plain;h=d6a8ee088684c80264483be3fe6c8d5654d0328b;p=sdlgit%2FSDL-Site.git
Updated Testing Wiki Link
---
diff --git a/pages/blog-0000.html-inc b/pages/blog-0000.html-inc
index 5688475..c9c5145 100644
--- a/pages/blog-0000.html-inc
+++ b/pages/blog-0000.html-inc
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Articles
-
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags:[Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags:[Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
Closing the Grant Tuesday, 18 January 2011 Tags:[Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags:[EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags:[Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags:[EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags:[Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags:[Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
SDL 2.503 Released! Thursday, 22 July 2010 Tags:[Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags:[Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags:[PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags:[Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags:[Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
SDL 2.4 is released! After 8 months of work this picture begins to sum it up: [more]
A summer of possibilities (SDL_perl and GSOC 2010 ) Tuesday, 30 March 2010 Tags:[GSOC][Perl][SDL] GSOC 2010 As many of the readers must know The Perl Foundation has been accepted for the GSOC 2010 program. There are several SDL_perl mentors involved in it too. Right now we are accepting student applications. Process to Apply [more]
Perl GameDev: an interview with Construder's author Thursday, 07 July 2011 Tags:[Construder][Game][elmex][gamedev. opengl][games][interview] For the past several months Perl has gained a lot of momentum in game development. The SDL Perl community now has a complete manual for beginners and nice, sugary layers built on top of a fast and stable API. March's game challenge spawned over 15 new games , and all over the world we've seen mini-courses, talks and even printed magazine articles. But nothing prepared us for Construder : a jaw dropping 3D game created by Perl hacker Robin Redeker, known as "elmex". It features futuristic settings with some nice graphics and an (almost) infinite world for you to build and play with!
Construder is so cool we wanted everyone to know about it, so we made a quick interview with Robin, who is not only a great programmer but also a very nice guy. Check it out! [more]
You can get the script from the github repo. [more]
Introduction Box2D for Perl Games! Monday, 02 May 2011 Tags:[Box2D][Perl][SDL] So over the last couple days I have started binding Box2D 2.1.0 to Perl. Box2D is a 2D physics engine used in game such as the popular Angry Birds . Here is the repository: https://github.com/PerlGameDev/Box2D-perl Also here is the helloWorld Box2D example in pure Perl and rendered with SDL Perl. You can [more]
SDL Perl Game Contest - week 4 roundup Saturday, 02 April 2011 Tags:[Contest][Game][Perl][SDL][games] Hi everyone! Sorry for delaying this post, it's been one hellish week... Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out! Electric Lines , by JT Palmer (jtpalmer) [more]
SDL Perl Game Contest - week 3 roundup Wednesday, 23 March 2011 Tags:[Contest][Game][Perl][SDL][games] Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!! Bubble Breaker , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 2 roundup Wednesday, 16 March 2011 Tags:[Contest][Game][Perl][SDL][games] Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out! Wheel of Fortune , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags:[Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags:[Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
Closing the Grant Tuesday, 18 January 2011 Tags:[Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags:[EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags:[Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags:[EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags:[Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags:[Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
SDL 2.503 Released! Thursday, 22 July 2010 Tags:[Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags:[Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags:[PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags:[Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags:[Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
-As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March!
So far we had some awesome entries - people really stood up to the challenge! Check them out:
When JT came to #sdl in the middle of the week with some bugfixes for SDLx::Controller::Interface, we knew he was up to something. Solar Conflict is a brilliant clone of Spacewar!, one of the earliest known computer games, where two spaceships battle against each other while steering clear of a star's gravity well. This version of the game lets you play against the computer or another player, and all graphics were taken from Open Game Art. Funny fact: the initial version of the original Spacewar! game took approximately 200 hours to be created. Way to go, JT!
Speaking of spaceships and classic remakes, who doesn't remember Asteroids? This Atari masterpiece served as inspiration to FROGGS this week, and he provided a beautifully crafted clone, taking you back to the golden age of arcade games.
But enough of rethinking the past - Kartik pushed the limits of avant-garde this week and brought us Polyzle (or "Polygon Trouble"). The player is faced with several colored polygons swarming around the screen, and needs to click on them to score points - but only has 30 seconds to do it, and believe me, it's not as easy as it looks! While the game certainly doesn't fit the usual rationalities of a standard gameplay, Kartik replies that maybe his game is just too ahead of its time. What do you think? Could he be the Van Gogh of game design? Only time will tell ;-)
Last but not least, my precioussssssss.... FingerTwister! In this game, the player needs to press the keys on the keyboard as they show up on screen, and keep them pressed as new keys appear. You can only let go the keys after they disappear from the screen, and the sooner you press a key (the green bar on the bottom) the more points you get. The game also features music and sound effects from talented artists at ccMixter and FreeSound, and a highscore table. Unfortunately, as any game that requires multiple keys pressed at the same time, it suffers from key-jamming issues on regular (plain) keyboards. I tried to provide a workaround for that, but the only real solution is getting a n-key rollover keyboard like razerzone's and logitech's G15/G19.
Overall, I'm really happy about this week's roundup of games, and we're still receiving submissions! Perl coder or not, if you always wanted to write a computer game, join us on the SDL Perl Game Contest, and we'll help you take it out of your TODO list and into the glory it deserves!
See you next week =)
-
-
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+
Douglas E. Miles presents "Introducing SDL Perl"
+
+
+Presented October 6, 2011 at the offices of www.liquidweb.com in Scottsdale, Arizona
+
+Here's a link to the slides:
+http://pm.veritablesoftware.com/slides/introducing_sdl_perl/index.html
+
+Doug presents an introduction to SDL Perl, a platform-independent system for rendering graphics.
+
+
+
+
+
+
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diff --git a/pages/blog-0002.html-inc b/pages/blog-0002.html-inc
index bb24c57..eecdbd7 100644
--- a/pages/blog-0002.html-inc
+++ b/pages/blog-0002.html-inc
@@ -1,70 +1,8 @@
-The SDL Perl Game Contest!
+Perl GameDev: an interview with Construder's author
-
Let's get a Party Started
-Sure, you know what SDL is, right? Well, SDL has very nice Perl
-bindings that let you use the power and flexibility of Perl to write
-awesome games in no time!
-
-There's even a manual to help you get started, including full game
-tutorials and a list of free/open-source resources for your games,
-like sprites, sound effects and music.
-
-
The Premise
-Everyone know that by far the Coolest Game Ever⢠is the one *you*
-write, from that silly idea you had the other day to a playable game
-you and your friends can enjoy.
-
-This march, the SDL Perl team is going to help you take that project
-out of your dusty drawer of "TODO"s and turn it into a reality, with
-the "SDL Perl Game Contest!"
-
-The rules are simple, and much like the Perl Ironman contest:
-
-"One game per week. Every week of march."
-
-This means by the end of march you'll have not one, but FOUR games to
-show for. How cool is that?!
-
-In fact, you can even make your weekly game the subject of your
-Ironman posts this month, and take out two birds with one stone
-(hmm... more game ideas)!
-
-So this monday (feb. 28), start writing your game! You have until the
-following monday to make it playable ("complete") and start all over
-again with a brand new game for the next week.
-
-** But what if I miss a deadline? What if I can't start this monday?
-
-It doesn't really matter - just join the party and have some fun! Even
-if you only get to do one game, it's still a great opportunity to
-improve your skills and learn a bit about game design and development.
-
-If you need any assistance writing your game, from ideas to code, WE
-WILL HELP! Just send an email to the SDL Perl mailing list with your
-questions (you know, this one) or, better yet, join us live in #sdl
-over at irc.perl.org and we'll be more than happy to assist you and
-try your game out. If you never used irc before, please keep in mind
-people might be busy or in different timezones than you, so you may
-get instant responses or have to wait a few of hours before you get a
-reply. Be patient!
-
-It can be a game about anything. Just make sure it's doable in a week.
-Some games take years to be complete, but you might be surprised at
-how much you can accomplish in just a few hours with SDL Perl :)
-
-Oh, there's one extra rule, actually, and that's mandatory - HAVE FUN!! :)
-
-
Where to submit
Send your games code an all in an email to sdl-devel@perl.org with the
-subject "SDL Perl Game Contest #1: Submission". After a period of entries
-a voting subject will be opened. See SDL Perl Site
-on how to join the mailing list.
-
-
-Cheers,
-
-breno (garu)
-
-
\ No newline at end of file
+For the past several months Perl has gained a lot of momentum in game development. The SDL Perl community now has a complete manual for beginners and nice, sugary layers built on top of a fast and stable API. March's game challenge spawned over 15 new games, and all over the world we've seen mini-courses, talks and even printed magazine articles. But nothing prepared us for Construder: a jaw dropping 3D game created by Perl hacker Robin Redeker, known as "elmex". It features futuristic settings with some nice graphics and an (almost) infinite world for you to build and play with!
Construder is so cool we wanted everyone to know about it, so we made a quick interview with Robin, who is not only a great programmer but also a very nice guy. Check it out!
Can you share a bit about who you are and what's your background?
I'm a 27 year old Informatics student from Karlsruhe, Germany. I work part time as a (Perl) programmer and programming is my main hobby aside from other things like photography and music.
I started programming around 1999 and wrote lots of network related applications since then. Many also found their way to CPAN as Perl modules, such as AnyEvent::IRC, AnyEvent::XMPP and AnyEvent::HTTPD.
Tell us a bit about Construder. What's it about?
Construder is a 3D game that takes place in a completely modifiable world that is built from small cubes. The core of the game is construction of buildings and items from those cubes. The goal is to push up your score points as far as possible.
In order to score you need to build blocks, construct items and finish assignments. For each score milestone you will get a trophy.
The game currently is focused on single player experience, but the architecture has been made to support multiplayer gameplay. As a matter of fact, it's perfectly possible for multiple players to play in the same world at once. (One of the unfinished things is, that you can't see the other players at the moment, only their actions can be observed :-)
How about the technology involved?
I use the CPAN modules SDL and OpenGL for all the graphics stuff in the client (there is some C OpenGL code, to render the volumes, but most of the engine is written in Perl using the OpenGL module). The primary purpose of SDL is to give me keyboard and mouse input, loading images and providing an OpenGL context.
But there are also other modules at work here:
Object::Event my own most favorite module for event based programming
Compress::LZF for storing and transmitting the map data
JSON as a generic format for storing data (player files, resource files)
We know Construder is not "finished" yet, but it's pretty complete, playable and fun! How long did it take to get there?
I started with a basic engine prototype on the 19th April 2011. So it took me 3 months of steady development and research to get the game to the current state.
Much research was necessary, as I originally only had basic experience with OpenGL and 3D engines in general. Especially collision detection and finding graphics were noteworthy researches.
On top of that I also looked through many books and articles of game design, which helped me a lot with designing the actual game.
You mentioned MineCraft as an inspiration for Construder. How are they similar? And how are they different?
Minecraft inspired the aspect of a completely modifiable world that is built from small cubes. In this regard Construder is very similar to Minecraft or it's predecessor Infiniminer.
But Minecraft is, or at least it will/wants to be, a survival game, where you have to fend off monsters that come at night or from the darkness.
With Construder I wanted to put focus on the constructive aspect and build a game around that. Construder of course still has survival aspects, as you have to take care not to starve. But thats more a question of resource management and not survival.
Apart from that the generation and design of the world differs completely from Minecraft's medieval theme. Construder has a much is more futuristic world with very artificial structures in it.
How did you get started in game development? Is this your first game?
Construder is the first game I designed and implemented completely by myself.
But around 2005 me and a friend (Marc Lehmann) started to play Crossfire (a 2D (M)MORPG) together. Not long and we started to improve Crossfire and eventually we forked it off into a new project, called "Deliantra". Our main focus was to fix the stability and balancing problems that accumulated in Crossfire over the decades (it's a really old game).
As a side note: Deliantra itself can also be called a "Perl game". The core of the server is driven completely by the Perl modules Coro, IO::AIO and AnyEvent. The client for Deliantra was also rewritten in Perl and only uses a small part of XS for the custom SDL and OpenGL bindings.
What are you proudest of about Construder?
I'm most proud that it is a playable game, which is finished to a certain degree. Next I'm proud that I was able to compile a texture set that does not completely look like the so called "programmer art".
However, I'm not that proud of the code in Construder. When developing a game on your own with limited time you need to make sacrifices and compromises. Those usually don't lead to the most elegant or best code. As a result of that there are many things that can be improved in Construder.
Why did you choose Perl?
As I write 80-90% of my software projects in Perl the choice was quite natural. Minecraft also showed that a 3D engine does not need to be written in C/C++. So I also thought it was time for a 3D game in Perl.
What do you think are the biggest advantages for people considering Perl for game development?
The biggest advantages of Perl are the data structures like hashes, arrays and string that are tied closely into the core of the language.
This allows for rapid development of new ideas and algorithms, which is essential for any game project. You just need to try out many approaches to find the right one for your project.
The scripting character of Perl really starts to pay off once you get to implement the game logic and balance and user interface. Everything stays in a flexible shape and you can change it at will without having to rearrange the whole code archtitecture.
On top of that modules like Coro and AnyEvent which come with utilities like Coro::Debug or AnyEvent::Debug allow runtime debugging in the running game. You can peek into all your data structures and execute code at will at runtime, and this really pays off for bugs that are hard to reproduce.
How about disadvantages? Where does Perl (and underlying CPAN modules) need to improve for gamedev?
It would be great if Perl had a JIT, then probably even less parts of Construder would have to be in C/XS. But this doesn't mean that Perl is slow. It's definitively fast enough for 80-90% of the engine, but handling volume data in Perl is neither fun nor fast.
The CPAN modules, like SDL or OpenGL are quite useful and don't really need much improvement with regard to Construder. Maybe there could be a more useful 3D engine module for Perl, which makes it easier and faster to handle 3D data.
But the Construder engine is quite customized anyways, so a module, except maybe a special voxel world module, wouldn't have helped much anyway.
What's next?
Next issues that need to be resolved is the distribution. It would be great if distribution maintainers could package it for Debian and/or Ubuntu for example. It would also be great if volunteers could make a binary for Windows.
I probably wont have so much time to devote to Construder anymore, as I need to concentrate on finishing my diploma. However, as author I will try to maintain the project, and apply patches and bug fixes.
+
+
\ No newline at end of file
diff --git a/pages/blog-0003.html-inc b/pages/blog-0003.html-inc
index 34e5e0c..7943117 100644
--- a/pages/blog-0003.html-inc
+++ b/pages/blog-0003.html-inc
@@ -1,20 +1,30 @@
-Closing the Grant
+YAPC::NA Links and Presentation of the TALK
-With the following commit I am closing the grant.
-
-This is what has been accomplished from each of the objectives:
-
Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th )
-
10 out of 11 chapters completed:
-
The profiling chapter was dropped as there was not enough content to justify a chapter.
-
3 Extra chapters added.
-
Deviation from a CPAN SDL::Manual release due to the nature of the Manual it is being released as a creative commons book instead.
-
Next Steps:
-
Get the book polished and edited with chromatic's help
-
Fix build system of the html to make a real SDL::Manual release
-
Constant update of the book with more releases of SDL and reviewer comments.
\ No newline at end of file
diff --git a/pages/blog-0004.html-inc b/pages/blog-0004.html-inc
index 317d824..a4e46cb 100644
--- a/pages/blog-0004.html-inc
+++ b/pages/blog-0004.html-inc
@@ -1,78 +1,14 @@
-Grant Progess Reports 1-3: Sept - Nov
+A new Box2D Perl Demo!
-I have been a bit busy with that and not been able to update my blog. Anyway here are some of the back dated Grant Updates. These updates where also posted on http://news.perlfoundation.org/
+You can get the script from the github repo.
-
-
-
-
REPORT 1: Sept 2010
-
1st drafts
Preface
-
Chapter 2: First SDL Application
-
-
Started work on Chapter 3: Drawing
-
Outlines for the first 7 chapters have been completed
-
Book build framework has been setup
-
Released SDL 2.514 (2.515 will be released on 16th of September)
This code is the one that will be used in the book for chapter 02
-
-
Got more of the Drawing chapter done (It will be done by the end of the week)
-
Added several more code examples for other chapters
-
Progress: 2.75 chapters / 11 chapters = approx 25%
-Kartik's work can be followed at:
-
-This is the progress so far:
-
-- SDL 2.523 Releases:
- - Adds stability and better memory management for the game loop
-
-- 2 chapters have been completed
- - Pong Chapter (Contributed by garu)
- - Additional Modules
-- 1 extra chapter has been added
- - Puzz(le) Chapter (Contributed by Blaizer)
-
-- 2 Chapters are in the Works
- - Tetris Code has been mostly done (contributed by FROGGS)
- - Needs to be fixed
- - Needs write up
- - Sound and Music Effects code is done
- - Needs to be fixed
- - Needs write up
-
-Our work can be seen at:
\ No newline at end of file
+Things are getting interesting :)
+
+
\ No newline at end of file
diff --git a/pages/blog-0005.html-inc b/pages/blog-0005.html-inc
index ad8658d..2ae946e 100644
--- a/pages/blog-0005.html-inc
+++ b/pages/blog-0005.html-inc
@@ -1,18 +1,13 @@
-SDL 2.518 Released: Neverhood Clone
+Introduction Box2D for Perl Games!
-So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much.
-
-Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages.
-
-The documentation for Controller has also been improved considerably.
-
-http://sdl.perl.org/SDLx-Controller.html
-
-Finally here is a video of the neverhood clone so far
-
-
-
-
\ No newline at end of file
+So over the last couple days I have started binding Box2D 2.1.0 to Perl. Box2D is a 2D physics engine used in game such as the popular Angry Birds. Here is the repository:
+https://github.com/PerlGameDev/Box2D-perl
+
+Also here is the helloWorld Box2D example in pure Perl and rendered with SDL Perl. You can
+see the video on Box2D Hello World and SDL on Vimeo.
+To run this example you will need to install Box2D 2.1.0 .
+
+
\ No newline at end of file
diff --git a/pages/blog-0006.html-inc b/pages/blog-0006.html-inc
index 2110aad..77f4488 100644
--- a/pages/blog-0006.html-inc
+++ b/pages/blog-0006.html-inc
@@ -1,15 +1,8 @@
-Work has begun on the 4th chapter of the SDL Manual. The code is on github, and I regularly update the pdf on our server.
-
-Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues.
-
-If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at
-sdl-devel@perl.org
-
---yapgh
-
-
\ No newline at end of file
+Hi everyone! Sorry for delaying this post, it's been one hellish week...
Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out!
JT does it again, providing players with a very challenging (and fun) piece! Electric Lines was inspired by Mario's Slides, a mini-game in Nintendo's Super Mario 64 and New Super Mario Bros., both for the DS console. Drag your mouse cursor to draw lines across the horizontal paths in order to guide the electric energy balls to the exit, but watch out: you can only hit the red circles three times!
This quick-and-dirty submission was born a classic. In Rand Explorer, you use the spacebar to control a white square through a colored tunnel. As you pick up speed, you must steer clear of the narrow walls and obstacles and prove your skills to travel the furthest. Awesome!
Groove Board is a music rhythm game, similar to Dance Dance Revolution (DDR) and StepMania. I'm particularly proud of this one since it was done in a single day! The gameplay is dead simple: just listen to the music and press the arrow keys when the scrolling arrows reach the top ones. Have fun!
Wrapping Up
Thus ends the very first SDL Perl Game Contest - and what a rush! We had a total of 16 new games written from scratch in just one month!! I'd like to take this opportunity and thank everyone that joined and wrote all those amazing entries, week after week. You guys rock!
Also, a big thanks to all of you that followed this one-month challenge, reading the weekly posts and playing the games. I had a good time and hope you guys had a good time too!
The Contest is over, but that doesn't mean you have to wait for the next one to turn your awesome game idea into a reality. Just install the latest SDL Perl distribution, read the fine manual and get cracking! If you have any questions at all just drop by the IRC channel (#sdl at irc.perl.org) or send them to the SDL Perl mailing list.
See ya =)
+
+
\ No newline at end of file
diff --git a/pages/blog-0007.html-inc b/pages/blog-0007.html-inc
index c077315..26cf4b1 100644
--- a/pages/blog-0007.html-inc
+++ b/pages/blog-0007.html-inc
@@ -1,14 +1,8 @@
-SDL 2.512 released - Layers Support added
+SDL Perl Game Contest - week 3 roundup
-The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG.
-
-
-Here is an implementation of the new Layer stuff. Solitaire.
-
-
-
-
-
\ No newline at end of file
+Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!!
Our german battletoad presents us with another masterpiece. Bubble Breaker is a highly addictive puzzle game where you try to eliminate the largest number of balls by matching groups of two or more balls with the same color.
Speaking of puzzles, JT did a really nice job in his latest addition to the Contest. Puzzle Cars is a game where you must click the arrows to redirect the (sometimes intense!) traffic to their appropriate destinations, according to car colour. It's an easy concept, but can prove very challenging, and soon enough you'll find yourself storming rapidly between arrows to achieve as many points as possible!
This was a really busy week for Kartik, and he had to spend much of his free time updating branches of the SDL Perl project and moving around, so he wasn't able to finish his Crossfire clone just yet. But so far it's looking really sharp, and we are anxious to see what he'll make of it next week!
I wrote this Frogger clone as a birthday present for a good friend of mine that has the terrible habit of crossing the street without looking. I think the game turned out pretty cool and features some nice graphics, music and sound effects. In fact, my friend liked it so much she even recorded the audio samples!
As contestants dive into the last week of the SDL Perl Game Contest, I get even more excited to see what they'll come up with. Will there be new additions? Which games will be used as inspiration? Which will be original? Where *is* that Carmen Sandiego chick after all?! That and much more in our next - and last! - roundup of games!
See you next week =)
+
+
\ No newline at end of file
diff --git a/pages/blog-0008.html-inc b/pages/blog-0008.html-inc
index f5164b6..74be239 100644
--- a/pages/blog-0008.html-inc
+++ b/pages/blog-0008.html-inc
@@ -1,12 +1,8 @@
-Introducing SDLx::Controller::Object, with our good friend Mario!
+SDL Perl Game Contest - week 2 roundup
- Hi Folks
-
-This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller.
-
-Mario Demo using SDL Perl from SDLPerl on Vimeo.
-
-
\ No newline at end of file
+Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out!
Who never yelled madly in front of the TV watching contestants make a fool out of themselves for not knowing the words in Wheel of Fortune? Well, now you can show them how it's done in this Hangman style classic! One note though: to play it, you must install the latest experimental version of SDL Perl, that includes rects with alpha blending and other goodies.
Another classic remake beautifully done by jtpalmer. This "nibbles" clone actually comes with a nice twist: a full-blown network version that lets you enjoy the game with a friend anywhere in the world. Sweet!
CyberHack is a quick platformer demo by zpmorgan, our newest participant in the Challenge! In this game, you control a green creature that falls through a deep underground maze. It still has some minor quirks in the image blitting, but it's nevertheless really fun to play!
The Mad Canadian strikes again, in a dazzling... thing. It was originally supposed to be based in Synthesia, but kthakore envisioned a game that plays any image! Of course, as FROGGS put it, "you can't play a random image and expect that it sounds like mozart", but kthakore is determined to work on it even more, letting it flow until it find its course in game art history.
This is a very simple game in which you test your reflexes by pressing any key on your keyboard whenever the big red button lights up. Your Top 20 times appear on the right. According to HumanBenchmark, the average reaction time for visual stimuli in a humans is 215 miliseconds. Are you faster??
This week's roundup of games showed some pretty interesting stuff, and we saw a lot of ideas come to life in a very short period of time. I can't wait to see the next entries!
See you next week =)
+
+
\ No newline at end of file
diff --git a/pages/blog-0009.html-inc b/pages/blog-0009.html-inc
index 33ffb48..9fca002 100644
--- a/pages/blog-0009.html-inc
+++ b/pages/blog-0009.html-inc
@@ -1,20 +1,8 @@
-SDL 2.511 + Using SDL for quick visualizations
+SDL Perl Game Contest - week 1 roundup
-SDL Perl 2.511 is showing great promises. The initial tests show a great deal of stability. http://search.cpan.org/~kthakore/SDL-2.511/
-
- Moreover we are seeing more varied users of SDL Perl.
-
-John.O Writes:
-
-This is for a tool that we'll be providing our dealers... it measures cellular modem signal strengths out in the middle of nowhere, so dealers can evaluate if our products will work in customers' fields. And of course, I'm using Perl/SDL for the graphics... C gets on my nerves.
-
-Our company is http://smartfield.com.
-
-John O.
-
-
-
-
\ No newline at end of file
+As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March!
So far we had some awesome entries - people really stood up to the challenge! Check them out:
When JT came to #sdl in the middle of the week with some bugfixes for SDLx::Controller::Interface, we knew he was up to something. Solar Conflict is a brilliant clone of Spacewar!, one of the earliest known computer games, where two spaceships battle against each other while steering clear of a star's gravity well. This version of the game lets you play against the computer or another player, and all graphics were taken from Open Game Art. Funny fact: the initial version of the original Spacewar! game took approximately 200 hours to be created. Way to go, JT!
Speaking of spaceships and classic remakes, who doesn't remember Asteroids? This Atari masterpiece served as inspiration to FROGGS this week, and he provided a beautifully crafted clone, taking you back to the golden age of arcade games.
But enough of rethinking the past - Kartik pushed the limits of avant-garde this week and brought us Polyzle (or "Polygon Trouble"). The player is faced with several colored polygons swarming around the screen, and needs to click on them to score points - but only has 30 seconds to do it, and believe me, it's not as easy as it looks! While the game certainly doesn't fit the usual rationalities of a standard gameplay, Kartik replies that maybe his game is just too ahead of its time. What do you think? Could he be the Van Gogh of game design? Only time will tell ;-)
Last but not least, my precioussssssss.... FingerTwister! In this game, the player needs to press the keys on the keyboard as they show up on screen, and keep them pressed as new keys appear. You can only let go the keys after they disappear from the screen, and the sooner you press a key (the green bar on the bottom) the more points you get. The game also features music and sound effects from talented artists at ccMixter and FreeSound, and a highscore table. Unfortunately, as any game that requires multiple keys pressed at the same time, it suffers from key-jamming issues on regular (plain) keyboards. I tried to provide a workaround for that, but the only real solution is getting a n-key rollover keyboard like razerzone's and logitech's G15/G19.
Overall, I'm really happy about this week's roundup of games, and we're still receiving submissions! Perl coder or not, if you always wanted to write a computer game, join us on the SDL Perl Game Contest, and we'll help you take it out of your TODO list and into the glory it deserves!
See you next week =)
+
+
\ No newline at end of file
diff --git a/pages/blog-0010.html-inc b/pages/blog-0010.html-inc
index 21af3c6..bb24c57 100644
--- a/pages/blog-0010.html-inc
+++ b/pages/blog-0010.html-inc
@@ -1,38 +1,70 @@
-Perl+SDL 3D Rendering
+The SDL Perl Game Contest!
-Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch.
+
Let's get a Party Started
+Sure, you know what SDL is, right? Well, SDL has very nice Perl
+bindings that let you use the power and flexibility of Perl to write
+awesome games in no time!
---yapgh
+There's even a manual to help you get started, including full game
+tutorials and a list of free/open-source resources for your games,
+like sprites, sound effects and music.
-This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all.
+
The Premise
+Everyone know that by far the Coolest Game Ever⢠is the one *you*
+write, from that silly idea you had the other day to a playable game
+you and your friends can enjoy.
-Below are some screen shots of this little toy in action. If you'd like to try it yourself, you can download the entire project here. You can rotate the objects with the mouse, or keyboard arrows. Also press shift to toggle shading and space to switch objects.
+This march, the SDL Perl team is going to help you take that project
+out of your dusty drawer of "TODO"s and turn it into a reality, with
+the "SDL Perl Game Contest!"
-NOTE: the project is compressed in the .tgz format, if you are a windows user, you may need a tool like 7zip to extract the contents.
+The rules are simple, and much like the Perl Ironman contest:
-
Standard Cube:
-
-
Standard Cube with Pseudo Shading:
+"One game per week. Every week of march."
-
-
Standard Diamond:
+This means by the end of march you'll have not one, but FOUR games to
+show for. How cool is that?!
-
-
Standard Diamond with Pseudo Shading:
+In fact, you can even make your weekly game the subject of your
+Ironman posts this month, and take out two birds with one stone
+(hmm... more game ideas)!
-
-
Textured Cube:
+So this monday (feb. 28), start writing your game! You have until the
+following monday to make it playable ("complete") and start all over
+again with a brand new game for the next week.
-
-
Perspectively Correct Textured Cube:
+** But what if I miss a deadline? What if I can't start this monday?
-
-
Perspectively Correct Textured Cube with shading:
+It doesn't really matter - just join the party and have some fun! Even
+if you only get to do one game, it's still a great opportunity to
+improve your skills and learn a bit about game design and development.
-
-
-
-
\ No newline at end of file
+If you need any assistance writing your game, from ideas to code, WE
+WILL HELP! Just send an email to the SDL Perl mailing list with your
+questions (you know, this one) or, better yet, join us live in #sdl
+over at irc.perl.org and we'll be more than happy to assist you and
+try your game out. If you never used irc before, please keep in mind
+people might be busy or in different timezones than you, so you may
+get instant responses or have to wait a few of hours before you get a
+reply. Be patient!
+
+It can be a game about anything. Just make sure it's doable in a week.
+Some games take years to be complete, but you might be surprised at
+how much you can accomplish in just a few hours with SDL Perl :)
+
+Oh, there's one extra rule, actually, and that's mandatory - HAVE FUN!! :)
+
+
Where to submit
Send your games code an all in an email to sdl-devel@perl.org with the
+subject "SDL Perl Game Contest #1: Submission". After a period of entries
+a voting subject will be opened. See SDL Perl Site
+on how to join the mailing list.
+
+
+Cheers,
+
+breno (garu)
+
+
\ No newline at end of file
diff --git a/pages/blog-0011.html-inc b/pages/blog-0011.html-inc
index b877a58..34e5e0c 100644
--- a/pages/blog-0011.html-inc
+++ b/pages/blog-0011.html-inc
@@ -1,13 +1,20 @@
-SDL 2.503 Released!
+Closing the Grant
-
SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes.
-
Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface.
-
Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org.
-The detailed changelog are provided at CPAN.
+With the following commit I am closing the grant.
-Kartik Thakore
-
-
\ No newline at end of file
+This is what has been accomplished from each of the objectives:
+
Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th )
+
10 out of 11 chapters completed:
+
The profiling chapter was dropped as there was not enough content to justify a chapter.
+
3 Extra chapters added.
+
Deviation from a CPAN SDL::Manual release due to the nature of the Manual it is being released as a creative commons book instead.
+
Next Steps:
+
Get the book polished and edited with chromatic's help
+
Fix build system of the html to make a real SDL::Manual release
+
Constant update of the book with more releases of SDL and reviewer comments.
+
+
+
\ No newline at end of file
diff --git a/pages/blog-0012.html-inc b/pages/blog-0012.html-inc
index b1abc1d..317d824 100644
--- a/pages/blog-0012.html-inc
+++ b/pages/blog-0012.html-inc
@@ -1,23 +1,78 @@
-Huge World Maps in less then 100 lines
+Grant Progess Reports 1-3: Sept - Nov
-Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440. The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.'
+http://news.perlfoundation.org/2010/08/accepted-grants-for-2010q3.html
+I have been a bit busy with that and not been able to update my blog. Anyway here are some of the back dated Grant Updates. These updates where also posted on http://news.perlfoundation.org/
-UPDATE: with some help, and newcomer jtpalmer's help we have added Link
-
-
+
-
+
REPORT 1: Sept 2010
+
1st drafts
Preface
+
Chapter 2: First SDL Application
+
+
Started work on Chapter 3: Drawing
+
Outlines for the first 7 chapters have been completed
+
Book build framework has been setup
+
Released SDL 2.514 (2.515 will be released on 16th of September)
This code is the one that will be used in the book for chapter 02
+
+
Got more of the Drawing chapter done (It will be done by the end of the week)
+
Added several more code examples for other chapters
+
Progress: 2.75 chapters / 11 chapters = approx 25%
+Kartik's work can be followed at:
+
\ No newline at end of file
+- SDL 2.523 Releases:
+ - Adds stability and better memory management for the game loop
+
+- 2 chapters have been completed
+ - Pong Chapter (Contributed by garu)
+ - Additional Modules
+- 1 extra chapter has been added
+ - Puzz(le) Chapter (Contributed by Blaizer)
+
+- 2 Chapters are in the Works
+ - Tetris Code has been mostly done (contributed by FROGGS)
+ - Needs to be fixed
+ - Needs write up
+ - Sound and Music Effects code is done
+ - Needs to be fixed
+ - Needs write up
+
+Our work can be seen at:
\ No newline at end of file
diff --git a/pages/blog-0013.html-inc b/pages/blog-0013.html-inc
index 4c366da..ad8658d 100644
--- a/pages/blog-0013.html-inc
+++ b/pages/blog-0013.html-inc
@@ -1,26 +1,18 @@
-The Build Process of SDL Perl
+SDL 2.518 Released: Neverhood Clone
-
A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch.
+So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much.
SDL Perl depends on a few C libraries for a complete install. This is handled by Alien::SDL. First we look for existing SDL libraries and dependencies by doing a File::Find for headers. If these headers are found we present and option for the user to use those. We then store these locations in Alien::SDL->config options 'cflags', 'prefix' and 'libs'. If we do not have libraries available even for a minimum SDL installed ( SDL.h is not found). We provide several platform specific options.
-
For windows we have a simpler process. We download prebuilt binaries ( and checksum ) based on the user's selection and just copy them in to the right location. Again the 'prefix', 'cflags', and 'libs' is saved in Alien::SDL->config.
-
For *nix/MacOSX we download sources and attempt to compile them. To be able to do this we download several other dependencies like libpng, jpeg and pango. You can see how we do this using hashes here. During the compile process we also apply patches as needed for the sources. Once this is done we can head to SDL Build.PL
- SDL Perl dependency resolution
+The documentation for Controller has also been improved considerably.
-SDL's Build is responsible for linking the right libraries to the correct XS. If libraries are missing it will disable the component (not put it in SDL->config).
+http://sdl.perl.org/SDLx-Controller.html
-
For example to build Image.xs we require libsdl, libsdl_image and lib[jpg|png|tiff]. So we would check for these headers in the prefix provided by Alien::SDL->config. If they are not provided we will disable the SDL::Image module.
-
More over the availability of each library is specified as a -DMACRO to the gcc compiler. This way we can prevent XS failures due to missing libraries using #DEFINES. Here the SDL_image macro is defined and used. The availability of the module is then available from SDL::Config->has()
+Finally here is a video of the neverhood clone so far
-
- Conclusion
-
This is a high level overview of our Build process, because frankly I hate traumatizing my brain with this again. Credits have to go to FROGGS and kmx for helping with this Build scheme. Hopefully my post have helped people at the very least appreciate the problem scope of this Build system. That said I believe a fresh written build system, with these requirements in mind, will be more then welcome.
-
-
-
\ No newline at end of file
+
+
+
\ No newline at end of file
diff --git a/pages/blog-0014.html-inc b/pages/blog-0014.html-inc
index 706ea53..cf2e937 100644
--- a/pages/blog-0014.html-inc
+++ b/pages/blog-0014.html-inc
@@ -1,77 +1,15 @@
-SDL RC 2.5 decides to play with PDL
+SDL Manual: Reviewers Needed
-PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound.
-You can use PDL and SDL together to create real-time,
-responsive animations and simulations.
-In this section we will go through the pleasures and pitfalls of working with both powerhouse libraries.-- David Mertnes
+
Work has begun on the 4th chapter of the SDL Manual. The code is on github, and I regularly update the pdf on our server.
+Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues.
-
Creating a SDL Surface piddle
-PDL's core type is a piddle.
-Once a piddle is provided to PDL it can go do a numerous amounts of things.
-Please see the example in 'examples/cookbook/pdl.pl' in github.
+If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at
+sdl-devel@perl.org
-Define the $width, $height and $bytes_per_pixel. Your $bytes_per_pixel is the number of bits (in this case 32) divided by 8 bits per byte. Therefore for our 32 bpp we have 4 Bpp;
-
-
my $piddle = zeros( byte, $bytes_per_pixel, $width, $height );
-
-Create a normal $piddle with zeros, byte format and the Bpp x width x height dimensions.
-
-
my $pointer = $piddle->get_dataref();
-
-Here is where we get the acutal data the piddle is pointing to. We will have SDL create a new surface from this function.
-
-
-Using the same dimensions we create the surface using SDL::Surface->new_form(). The $width * $Bpp is the scanline (pitch) of the surface in bytes.
-
-
warn"Made surface of $width, $height and ". $surface->format->BytesPerPixel;
- return( $piddle, $surface );
-
-Finally make sure that the surface acutally has the correct dimensions we gave.
-
-NOTE:$surface->format->BytesPerPixel must return 1,2,3,4. !!
-
-Now you can blit and use the surface as needed; and do PDL operations as required.
-
-
Operating on the Surface safely
-To make sure SDL is in sync with the data. You must call SDL::Video::lock before doing PDL operations on the piddle.
-
-
-If the error message is 'Blit combination not supported' that means that the BPP is incorrect or incosistent with the dimensions. After that a simple update_rect will so your new surface on the screen.
-
-
\ No newline at end of file
+--yapgh
+
+
\ No newline at end of file
diff --git a/pages/blog-0015.html-inc b/pages/blog-0015.html-inc
index 2e202e7..c077315 100644
--- a/pages/blog-0015.html-inc
+++ b/pages/blog-0015.html-inc
@@ -1,81 +1,14 @@
-Providing direct memory access to SDL_Surface's pixels
+SDL 2.512 released - Layers Support added
-
In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface. So far I have only start on the 32 bpp surfaces.
-
The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this:
-
SV * get_pixel32 (SDL_Surface *surface,int x,int y)
-{
- //Convert the pixels to 32 bit
- Uint32 *pixels =(Uint32 *)surface->pixels;
-
- //Get the requested pixel
- Uint32* u_ptr = pixels +( y * surface->w )+ x ;
-
- SV* sv = newSVpv("a",1);//Make a temp SV* value on the go
- SvCUR_set(sv,sizeof(Uint32));//Specify the new CUR length
- SvLEN_set(sv,sizeof(Uint32));//Specify the LEN length
- SvPV_set(sv,(char*)u_ptr);// set the actual pixel's pointer as the memory space to use
-
- return sv;//make a modifiable reference using u_ptr's place as the memory :)
-
-}
-
-
Next I loop through all the pixels and put them in a 2D array format, shown below:
AV * construct_p_matrix ( SDL_Surface *surface )
-{
- AV * matrix = newAV();
- int i, j;
- for( i =0; i < surface->w; i++)
- {
- AV * matrix_row = newAV();
- for( j =0; j < surface->h; j++)
- {
- av_push(matrix_row, get_pixel32(surface, i,j));
- }
- av_push(matrix, newRV_noinc((SV*) matrix_row));
- }
-
- return matrix;
-}
-
In Perl I can do a get access on this pixel using:
+The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG.
-
my $surf32_matrix =SDLx::Surface::pixel_array($screen_surface);
- printunpack'b*', $surf32_matrix->[0][0];# pixel value at x = 0 and y =0
-#OUTPUT:
-# 11111111000000000000000000000000
-
\ No newline at end of file
+
+Here is an implementation of the new Layer stuff. Solitaire.
+
+
+
+
+
\ No newline at end of file
diff --git a/pages/blog-0016.html-inc b/pages/blog-0016.html-inc
index 5cffcd0..f5164b6 100644
--- a/pages/blog-0016.html-inc
+++ b/pages/blog-0016.html-inc
@@ -1,18 +1,12 @@
-SDLpp.pl: Packaging SDL Scripts Alpha
+Introducing SDLx::Controller::Object, with our good friend Mario!
-After a lot of patches and head scratching I have an alpha version of SDLpp.pl. The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users.
+ Hi Folks
-
-We are looking into testing this on a Mac Build server.
+This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller.
\ No newline at end of file
diff --git a/pages/blog-0017.html-inc b/pages/blog-0017.html-inc
index 2bd84fc..33ffb48 100644
--- a/pages/blog-0017.html-inc
+++ b/pages/blog-0017.html-inc
@@ -1,40 +1,20 @@
-Getting people to use SDL Perl: Docs, API, and Distribution
+SDL 2.511 + Using SDL for quick visualizations
-
The road so far
-Things have been busy but fruitful. Our two core modules are getting to be a bit more stable. Alien::SDL 1.405 is behaving well. This foundational stability will start to show results in SDL too I believe. Most excitingly the main developer of frozen-bubble is reviewing our Games::FrozenBubble port to CPAN. All good and well, but to keep this project going we need to improve.
+SDL Perl 2.511 is showing great promises. The initial tests show a great deal of stability. http://search.cpan.org/~kthakore/SDL-2.511/
-
Getting people to use SDL Perl
-After a long chat with a new SDL user on #sdl today, I realize we still have some way to go. Currently it seems we are lacking in a few areas. We can definitely use some feedback and help in these areas.
+ Moreover we are seeing more varied users of SDL Perl.
-
Tutorials/Documentation
-
-
-
We have more docs now on http://sdl.perl.org but they suck
-
What type of tutorials do you think will be good for beginners?
-
-
A project start to finish?
-
Individual tutorials for various topics?
-
What needs to go in SDL::CookBook?
-
-
API sweetness
-
-
SDL Perl depends on distinct C libraries
-
-
This makes naming conventions, data formats different the SDL:: namespaces
-
How do people design this stuff?
-
-
We are hackers and we just go do stuff but I think this needs some prior thought
-
Any takers?
-
-
Distribution
-
-
If SDL scripts can be packaged up simply for game developers to distribute their games it will be a big plus
-
-
One way is a Wx::Perl::Packer clone
-
Another is a CPAN/Steam clone that game devs can upload games too and people can point and click download games?
-
If anyone wants to help in these areas please talk to us on sdl-devel@perl.org.
-
-
\ No newline at end of file
+John.O Writes:
+
+This is for a tool that we'll be providing our dealers... it measures cellular modem signal strengths out in the middle of nowhere, so dealers can evaluate if our products will work in customers' fields. And of course, I'm using Perl/SDL for the graphics... C gets on my nerves.
+
+Our company is http://smartfield.com.
+
+John O.
+
+
+
+
\ No newline at end of file
diff --git a/pages/blog-0018.html-inc b/pages/blog-0018.html-inc
index ef14036..21af3c6 100644
--- a/pages/blog-0018.html-inc
+++ b/pages/blog-0018.html-inc
@@ -1,10 +1,38 @@
-Games::FrozenBubble: It is a start!
+Perl+SDL 3D Rendering
-We released a playable (client) frozen bubble on CPAN. There is more work to be done but it is a great start! It currently works on Windows and Linux.
+Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch.
-
-
-
\ No newline at end of file
+--yapgh
+
+This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all.
+
+Below are some screen shots of this little toy in action. If you'd like to try it yourself, you can download the entire project here. You can rotate the objects with the mouse, or keyboard arrows. Also press shift to toggle shading and space to switch objects.
+
+NOTE: the project is compressed in the .tgz format, if you are a windows user, you may need a tool like 7zip to extract the contents.
+
+
Standard Cube:
+
+
Standard Cube with Pseudo Shading:
+
+
+
Standard Diamond:
+
+
+
Standard Diamond with Pseudo Shading:
+
+
+
Textured Cube:
+
+
+
Perspectively Correct Textured Cube:
+
+
+
Perspectively Correct Textured Cube with shading:
+
+
+
+
+
\ No newline at end of file
diff --git a/pages/blog-0019.html-inc b/pages/blog-0019.html-inc
index 3bbdb8b..b877a58 100644
--- a/pages/blog-0019.html-inc
+++ b/pages/blog-0019.html-inc
@@ -1,15 +1,13 @@
-Release SDL 2.4: Frozen-Bubble begins to go to CPAN
+SDL 2.503 Released!
-
-SDL 2.4 is released!
+
SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes.
+
Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface.
+
Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org.
-After 8 months of work this picture begins to sum it up:
-
-
-
If you cannot wait then grab SDL 2.4 and Alien::SDL 1.2 (pick PANGO support) from CPAN and grab the toolchain branch from the repo. Disclaimer the branch will be volatile for a bit.
---yapgh
-
-
\ No newline at end of file
+Kartik Thakore
+
+
\ No newline at end of file
diff --git a/pages/blog-0020.html-inc b/pages/blog-0020.html-inc
index 6e3de57..b1abc1d 100644
--- a/pages/blog-0020.html-inc
+++ b/pages/blog-0020.html-inc
@@ -1,21 +1,23 @@
-A summer of possibilities (SDL_perl and GSOC 2010 )
+Huge World Maps in less then 100 lines
-
GSOC 2010
-
As many of the readers must know The Perl Foundation has been accepted for the GSOC 2010 program. There are several SDL_perl mentors involved in it too. Right now we are accepting student applications.
+
+Hello folks,
-Process to Apply
-
Sign in as a student here http://socghop.appspot.com/
-
Submit a proposal before April 5th
-
Usually it helps to discuss the idea with us on irc (#sdl irc.perl.org)
-
+Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440. The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.'
-
Ideas
-
Here are some ideas for SDL perl but we happily accepted student ideas.
- Make a student wiki page on this site of your ideas! We look forward to helping you guys with your ideas :)
---yapgh
-
-
\ No newline at end of file
+UPDATE: with some help, and newcomer jtpalmer's help we have added Link
+
+
+
+
+
+
+
+
+--caio yapgh
+
+
\ No newline at end of file
diff --git a/pages/blog-0021.html-inc b/pages/blog-0021.html-inc
index 8978342..4c366da 100644
--- a/pages/blog-0021.html-inc
+++ b/pages/blog-0021.html-inc
@@ -1,36 +1,26 @@
-SDL Perl Showcase
+The Build Process of SDL Perl
-
-SDL_Mixer and Effects
+
A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch.
-
-This demo shows the new work we have finished for SDL_Mixer support in SDL_perl . (FROGGS++)
+
The Build Process
+ Alien::SDL
+
SDL Perl depends on a few C libraries for a complete install. This is handled by Alien::SDL. First we look for existing SDL libraries and dependencies by doing a File::Find for headers. If these headers are found we present and option for the user to use those. We then store these locations in Alien::SDL->config options 'cflags', 'prefix' and 'libs'. If we do not have libraries available even for a minimum SDL installed ( SDL.h is not found). We provide several platform specific options.
+
For windows we have a simpler process. We download prebuilt binaries ( and checksum ) based on the user's selection and just copy them in to the right location. Again the 'prefix', 'cflags', and 'libs' is saved in Alien::SDL->config.
+
For *nix/MacOSX we download sources and attempt to compile them. To be able to do this we download several other dependencies like libpng, jpeg and pango. You can see how we do this using hashes here. During the compile process we also apply patches as needed for the sources. Once this is done we can head to SDL Build.PL
+ SDL Perl dependency resolution
-
Plays ogg files in local directory
-
Uses threads and SDL_Mixer effects to extract realtime stereo stream data
-
Visulizes stream data as an oscilloscope
-
+SDL's Build is responsible for linking the right libraries to the correct XS. If libraries are missing it will disable the component (not put it in SDL->config).
-Get it at: playlist.pl, you need some .ogg files to play in the same directory. Use the down key to go through them.
+
For example to build Image.xs we require libsdl, libsdl_image and lib[jpg|png|tiff]. So we would check for these headers in the prefix provided by Alien::SDL->config. If they are not provided we will disable the SDL::Image module.
+
More over the availability of each library is specified as a -DMACRO to the gcc compiler. This way we can prevent XS failures due to missing libraries using #DEFINES. Here the SDL_image macro is defined and used. The availability of the module is then available from SDL::Config->has()
-
-SDL_TTF support
-
-
-
-This shows the current work on SDL_TTF support. UTF8 and Uncicode are supported.
-
-See the t/ttf.t test in github SDL_perl.
-
-
-
-Spinner (Destiny Swirl) Arcade Game
-
-
And finally as a proof of concept we have been working a simple arcade game to test our bugs, and scope out our high level bindings. You can get it at the Spinner repo. This wiki page will help you set up for your platforms.
-
-
\ No newline at end of file
+ Conclusion
+
This is a high level overview of our Build process, because frankly I hate traumatizing my brain with this again. Credits have to go to FROGGS and kmx for helping with this Build scheme. Hopefully my post have helped people at the very least appreciate the problem scope of this Build system. That said I believe a fresh written build system, with these requirements in mind, will be more then welcome.
+
+
+
\ No newline at end of file
diff --git a/pages/blog-0022.html-inc b/pages/blog-0022.html-inc
index 7f9c593..706ea53 100644
--- a/pages/blog-0022.html-inc
+++ b/pages/blog-0022.html-inc
@@ -1,25 +1,77 @@
-Eye Candy
+SDL RC 2.5 decides to play with PDL
-
-clang
-With each imperfect hit
-a legendary blade forms
-
+PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound.
+You can use PDL and SDL together to create real-time,
+responsive animations and simulations.
+In this section we will go through the pleasures and pitfalls of working with both powerhouse libraries.-- David Mertnes
-In prep for the TPM meeting we have been working hard to release a new version of SDL Perl and Alien::SDL. After a lot of feed back from testers (Mike Stok, Stuart Watt, and Chas Owens), we where able to get a working version on 64bit and Mac. The releases will be out tomorrow but here
-is some eye candy to tide you guys over.
+
Creating a SDL Surface piddle
+PDL's core type is a piddle.
+Once a piddle is provided to PDL it can go do a numerous amounts of things.
+Please see the example in 'examples/cookbook/pdl.pl' in github.
+
Creating a simple piddle
+First lets get the right modules.
-This is shooter.pl finally working in MacOSX and 64 bit.
+
+Define the $width, $height and $bytes_per_pixel. Your $bytes_per_pixel is the number of bits (in this case 32) divided by 8 bits per byte. Therefore for our 32 bpp we have 4 Bpp;
-k23z_ mentioned I should get some more SDL_perl videos out to attract some devs. So here goes.
+
my $piddle = zeros( byte, $bytes_per_pixel, $width, $height );
+
+Create a normal $piddle with zeros, byte format and the Bpp x width x height dimensions.
+Using the same dimensions we create the surface using SDL::Surface->new_form(). The $width * $Bpp is the scanline (pitch) of the surface in bytes.
+
+
warn"Made surface of $width, $height and ". $surface->format->BytesPerPixel;
+ return( $piddle, $surface );
+
+Finally make sure that the surface acutally has the correct dimensions we gave.
+
+NOTE:$surface->format->BytesPerPixel must return 1,2,3,4. !!
+
+Now you can blit and use the surface as needed; and do PDL operations as required.
+
+
Operating on the Surface safely
+To make sure SDL is in sync with the data. You must call SDL::Video::lock before doing PDL operations on the piddle.
+
+
+If the error message is 'Blit combination not supported' that means that the BPP is incorrect or incosistent with the dimensions. After that a simple update_rect will so your new surface on the screen.
+
+
\ No newline at end of file
diff --git a/pages/blog-0023.html-inc b/pages/blog-0023.html-inc
index 1945937..2e202e7 100644
--- a/pages/blog-0023.html-inc
+++ b/pages/blog-0023.html-inc
@@ -1,38 +1,81 @@
-New build system! Needs testing!
+Providing direct memory access to SDL_Surface's pixels
-
-
-
-
-
Rome was not built,
-in one day,
feature creep,
-existed back then too.
-
-
-
kmx++ recently worked on a brand new Build system for Alien::SDL and SDL_perl. We have managed to test it in Windows and Linux environments. We would still appreciate testing on all environments. However none of us have a shiny Mac to try this on. So if you have a Mac please consider testing the following:
See if Bundling works ( Maybe Brian's article may help )
-
Thank you very much!
+
In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface. So far I have only start on the 32 bpp surfaces.
+
The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this:
+
SV * get_pixel32 (SDL_Surface *surface,int x,int y)
+{
+ //Convert the pixels to 32 bit
+ Uint32 *pixels =(Uint32 *)surface->pixels;
+
+ //Get the requested pixel
+ Uint32* u_ptr = pixels +( y * surface->w )+ x ;
+
+ SV* sv = newSVpv("a",1);//Make a temp SV* value on the go
+ SvCUR_set(sv,sizeof(Uint32));//Specify the new CUR length
+ SvLEN_set(sv,sizeof(Uint32));//Specify the LEN length
+ SvPV_set(sv,(char*)u_ptr);// set the actual pixel's pointer as the memory space to use
+
+ return sv;//make a modifiable reference using u_ptr's place as the memory :)
+
+}
+
+
Next I loop through all the pixels and put them in a 2D array format, shown below:
AV * construct_p_matrix ( SDL_Surface *surface )
+{
+ AV * matrix = newAV();
+ int i, j;
+ for( i =0; i < surface->w; i++)
+ {
+ AV * matrix_row = newAV();
+ for( j =0; j < surface->h; j++)
+ {
+ av_push(matrix_row, get_pixel32(surface, i,j));
+ }
+ av_push(matrix, newRV_noinc((SV*) matrix_row));
+ }
+
+ return matrix;
+}
+
In Perl I can do a get access on this pixel using:
-EDIT:
- After some reports back we have found out that SDL_gfx needs
-
-
-http://cblfs.cross-lfs.org/index.php/SDL_gfx#64Bit
-
-
-We are working to get this done.
-
-
\ No newline at end of file
+
my $surf32_matrix =SDLx::Surface::pixel_array($screen_surface);
+ printunpack'b*', $surf32_matrix->[0][0];# pixel value at x = 0 and y =0
+#OUTPUT:
+# 11111111000000000000000000000000
+
\ No newline at end of file
diff --git a/pages/blog-0024.html-inc b/pages/blog-0024.html-inc
index bdf8c94..5cffcd0 100644
--- a/pages/blog-0024.html-inc
+++ b/pages/blog-0024.html-inc
@@ -1,31 +1,18 @@
-Quick Game for Toronto Perl Mongers
+SDLpp.pl: Packaging SDL Scripts Alpha
-
-
Beep ... Boop
-
+After a lot of patches and head scratching I have an alpha version of SDLpp.pl. The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users.
-So I am preparing a presentation of the new SDL perl for February's Toronto Perl Mongers meeting. What better way to so off SDL perl then with a game?
+Here is the shooter.pl packaged up:
+
+
+
+We are looking into testing this on a Mac Build server.
-I started hacking a small point an click game a few days back. I really didn't have a idea in mind, but I did have a goal. I wanted to make a game that shows the basics of a game in SDL. Drawing to screen, game loops, physics and so on. I think I have accomplished it so far.
-
-Take a look at it here. Download that and call it[Shooter.pl]. To win click the balls.
-
-To play this game you need the following:
-
-
Only for Linux) sudo apt-get install libsdl-dev libsdl_gfx-dev
-I will put up binaries soon-ish.
-
-It is a playable (albeit hard) game right now. All 7 seven levels of it. The purpose of the game is simple click the balls to win. Sounds easy but it isn't. You also get a time in milliseconds after each level. Share your scores on here! I will leave it up to you guys to be honest.
-
-I do have to tidy it up and right documentation for it. This way I will be able to present it clearly to my fellow mongers. I am also still looking for ideas to make this a more polished game. FROGGS recommend I make it a classic NES duck hunt game. I thought since I am using gravity I could do a UFO game out of it where you shoot the UFOs. I am open to your ideas.
-
-
\ No newline at end of file
+Caio
+
+
\ No newline at end of file
diff --git a/pages/blog-0025.html-inc b/pages/blog-0025.html-inc
index 1cfd8ae..2bd84fc 100644
--- a/pages/blog-0025.html-inc
+++ b/pages/blog-0025.html-inc
@@ -1,14 +1,40 @@
-SDL_perl 2.3_5 is out!
+Getting people to use SDL Perl: Docs, API, and Distribution
-
We keep on rolling,
-rolling,
-waiting on the world to turn.
-
-So a new alpha is out on CPAN, after a bit of a break. We are trying to pick up our speed again. Hopefully we can get back to the weekly updates. This week I am going to try to get Mixer and TTF bindings test, redesigned and doc'd. Hopefully soon we can start working on Frozen Bubble, as things are starting to come together. This alpha release has finally given us a good implementation of SDL Timers. Also Daniel Ruoso has also started a series blog posts of making games with SDL Perl. Hopefully this can get more people in SDL, cause we can sure use the help!
+
The road so far
+Things have been busy but fruitful. Our two core modules are getting to be a bit more stable. Alien::SDL 1.405 is behaving well. This foundational stability will start to show results in SDL too I believe. Most excitingly the main developer of frozen-bubble is reviewing our Games::FrozenBubble port to CPAN. All good and well, but to keep this project going we need to improve.
-More to come --yapgh
-
-
\ No newline at end of file
+
Getting people to use SDL Perl
+After a long chat with a new SDL user on #sdl today, I realize we still have some way to go. Currently it seems we are lacking in a few areas. We can definitely use some feedback and help in these areas.
+
+
Tutorials/Documentation
+
+
+
We have more docs now on http://sdl.perl.org but they suck
+
What type of tutorials do you think will be good for beginners?
+
+
A project start to finish?
+
Individual tutorials for various topics?
+
What needs to go in SDL::CookBook?
+
+
API sweetness
+
+
SDL Perl depends on distinct C libraries
+
+
This makes naming conventions, data formats different the SDL:: namespaces
+
How do people design this stuff?
+
+
We are hackers and we just go do stuff but I think this needs some prior thought
+
Any takers?
+
+
Distribution
+
+
If SDL scripts can be packaged up simply for game developers to distribute their games it will be a big plus
+
+
One way is a Wx::Perl::Packer clone
+
Another is a CPAN/Steam clone that game devs can upload games too and people can point and click download games?
+
If anyone wants to help in these areas please talk to us on sdl-devel@perl.org.
+
+
\ No newline at end of file
diff --git a/pages/index.html-inc b/pages/index.html-inc
index fa7bf74..79e0325 100644
--- a/pages/index.html-inc
+++ b/pages/index.html-inc
@@ -59,8 +59,8 @@ award winning Linux port of "Civilization: Call To Power."' --ww
Testing and Development
-
Join us on the github site to get started on making and grabbing tickets.
diff --git a/pages/index.pod b/pages/index.pod
index 4b565af..f8fd32a 100644
--- a/pages/index.pod
+++ b/pages/index.pod
@@ -42,6 +42,8 @@ To unsubscribe send an empty email to L< sdl-devel-unsubscribe@perl.org | mailto
Join us on L to get started on making and grabbing issues.
+To get started on testing SDL see our L.
+
=back
=head1 Latest News
diff --git a/pages/tags-API.html-inc b/pages/tags-API.html-inc
index 6610008..872d3a1 100644
--- a/pages/tags-API.html-inc
+++ b/pages/tags-API.html-inc
@@ -1 +1 @@
-
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diff --git a/pages/tags-Building.html-inc b/pages/tags-Building.html-inc
index 7de1311..eee16e5 100644
--- a/pages/tags-Building.html-inc
+++ b/pages/tags-Building.html-inc
@@ -1 +1 @@
-
Results for tag: Building
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags: [Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags: [Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
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diff --git a/pages/tags-Contest.html-inc b/pages/tags-Contest.html-inc
index 9751ee2..353d736 100644
--- a/pages/tags-Contest.html-inc
+++ b/pages/tags-Contest.html-inc
@@ -1 +1 @@
-
Results for tag: Contest
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
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Results for tag: Contest
SDL Perl Game Contest - week 4 roundup Saturday, 02 April 2011 Tags: [Contest][Game][Perl][SDL][games] Hi everyone! Sorry for delaying this post, it's been one hellish week... Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out! Electric Lines , by JT Palmer (jtpalmer) [more]
SDL Perl Game Contest - week 3 roundup Wednesday, 23 March 2011 Tags: [Contest][Game][Perl][SDL][games] Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!! Bubble Breaker , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 2 roundup Wednesday, 16 March 2011 Tags: [Contest][Game][Perl][SDL][games] Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out! Wheel of Fortune , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
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diff --git a/pages/tags-Demo.html-inc b/pages/tags-Demo.html-inc
index b53cd13..ed6eb8a 100644
--- a/pages/tags-Demo.html-inc
+++ b/pages/tags-Demo.html-inc
@@ -1 +1 @@
-
Results for tag: Demo
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
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Results for tag: Demo
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
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diff --git a/pages/tags-Design.html-inc b/pages/tags-Design.html-inc
index d46b42a..d248fd5 100644
--- a/pages/tags-Design.html-inc
+++ b/pages/tags-Design.html-inc
@@ -1 +1 @@
-
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diff --git a/pages/tags-Docs.html-inc b/pages/tags-Docs.html-inc
index 8c4e542..631dac4 100644
--- a/pages/tags-Docs.html-inc
+++ b/pages/tags-Docs.html-inc
@@ -1 +1 @@
-
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diff --git a/pages/tags-Example.html-inc b/pages/tags-Example.html-inc
index 7af38bd..50b0856 100644
--- a/pages/tags-Example.html-inc
+++ b/pages/tags-Example.html-inc
@@ -1 +1 @@
-
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
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diff --git a/pages/tags-EyeCandy.html-inc b/pages/tags-EyeCandy.html-inc
index df3c84a..e220e98 100644
--- a/pages/tags-EyeCandy.html-inc
+++ b/pages/tags-EyeCandy.html-inc
@@ -1 +1 @@
-
Results for tag: EyeCandy
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
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diff --git a/pages/tags-Game.html-inc b/pages/tags-Game.html-inc
index e2d9b76..dd00754 100644
--- a/pages/tags-Game.html-inc
+++ b/pages/tags-Game.html-inc
@@ -1 +1 @@
-
Results for tag: Game
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
Perl GameDev: an interview with Construder's author Thursday, 07 July 2011 Tags: [Construder][Game][elmex][gamedev. opengl][games][interview] For the past several months Perl has gained a lot of momentum in game development. The SDL Perl community now has a complete manual for beginners and nice, sugary layers built on top of a fast and stable API. March's game challenge spawned over 15 new games , and all over the world we've seen mini-courses, talks and even printed magazine articles. But nothing prepared us for Construder : a jaw dropping 3D game created by Perl hacker Robin Redeker, known as "elmex". It features futuristic settings with some nice graphics and an (almost) infinite world for you to build and play with!
Construder is so cool we wanted everyone to know about it, so we made a quick interview with Robin, who is not only a great programmer but also a very nice guy. Check it out! [more]
SDL Perl Game Contest - week 4 roundup Saturday, 02 April 2011 Tags: [Contest][Game][Perl][SDL][games] Hi everyone! Sorry for delaying this post, it's been one hellish week... Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out! Electric Lines , by JT Palmer (jtpalmer) [more]
SDL Perl Game Contest - week 3 roundup Wednesday, 23 March 2011 Tags: [Contest][Game][Perl][SDL][games] Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!! Bubble Breaker , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 2 roundup Wednesday, 16 March 2011 Tags: [Contest][Game][Perl][SDL][games] Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out! Wheel of Fortune , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
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diff --git a/pages/tags-Grant.html-inc b/pages/tags-Grant.html-inc
index f341394..02a708e 100644
--- a/pages/tags-Grant.html-inc
+++ b/pages/tags-Grant.html-inc
@@ -1 +1 @@
-
Results for tag: Grant
Closing the Grant Tuesday, 18 January 2011 Tags: [Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags: [Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
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+
Results for tag: Grant
Closing the Grant Tuesday, 18 January 2011 Tags: [Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags: [Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
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diff --git a/pages/tags-Manual.html-inc b/pages/tags-Manual.html-inc
index 944dd87..d2de4f7 100644
--- a/pages/tags-Manual.html-inc
+++ b/pages/tags-Manual.html-inc
@@ -1 +1 @@
-
Results for tag: Manual
Closing the Grant Tuesday, 18 January 2011 Tags: [Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags: [Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
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+
Results for tag: Manual
Closing the Grant Tuesday, 18 January 2011 Tags: [Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags: [Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
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diff --git a/pages/tags-PDL.html-inc b/pages/tags-PDL.html-inc
index 303c638..70c3923 100644
--- a/pages/tags-PDL.html-inc
+++ b/pages/tags-PDL.html-inc
@@ -1 +1 @@
-
Results for tag: PDL
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags: [PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
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Results for tag: PDL
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags: [PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
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diff --git a/pages/tags-Pack.html-inc b/pages/tags-Pack.html-inc
index c3b131c..f2942c2 100644
--- a/pages/tags-Pack.html-inc
+++ b/pages/tags-Pack.html-inc
@@ -1 +1 @@
-
Results for tag: Pack
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
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Results for tag: Pack
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
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diff --git a/pages/tags-Packaging.html-inc b/pages/tags-Packaging.html-inc
index d4c45c8..6ed5bfa 100644
--- a/pages/tags-Packaging.html-inc
+++ b/pages/tags-Packaging.html-inc
@@ -1 +1 @@
-
Results for tag: Packaging
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags: [Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags: [Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
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diff --git a/pages/tags-Perl.html-inc b/pages/tags-Perl.html-inc
index c786f16..c06fe74 100644
--- a/pages/tags-Perl.html-inc
+++ b/pages/tags-Perl.html-inc
@@ -1 +1 @@
-
Results for tag: Perl
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags: [Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
SDL 2.503 Released! Thursday, 22 July 2010 Tags: [Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags: [Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags: [PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags: [Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
SDL 2.4 is released! After 8 months of work this picture begins to sum it up: [more]
A summer of possibilities (SDL_perl and GSOC 2010 ) Tuesday, 30 March 2010 Tags: [GSOC][Perl][SDL] GSOC 2010 As many of the readers must know The Perl Foundation has been accepted for the GSOC 2010 program. There are several SDL_perl mentors involved in it too. Right now we are accepting student applications. Process to Apply [more]
You can get the script from the github repo. [more]
Introduction Box2D for Perl Games! Monday, 02 May 2011 Tags: [Box2D][Perl][SDL] So over the last couple days I have started binding Box2D 2.1.0 to Perl. Box2D is a 2D physics engine used in game such as the popular Angry Birds . Here is the repository: https://github.com/PerlGameDev/Box2D-perl Also here is the helloWorld Box2D example in pure Perl and rendered with SDL Perl. You can [more]
SDL Perl Game Contest - week 4 roundup Saturday, 02 April 2011 Tags: [Contest][Game][Perl][SDL][games] Hi everyone! Sorry for delaying this post, it's been one hellish week... Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out! Electric Lines , by JT Palmer (jtpalmer) [more]
SDL Perl Game Contest - week 3 roundup Wednesday, 23 March 2011 Tags: [Contest][Game][Perl][SDL][games] Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!! Bubble Breaker , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 2 roundup Wednesday, 16 March 2011 Tags: [Contest][Game][Perl][SDL][games] Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out! Wheel of Fortune , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags: [Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
SDL 2.503 Released! Thursday, 22 July 2010 Tags: [Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags: [Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags: [PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags: [Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
\ No newline at end of file
diff --git a/pages/tags-Physics.html-inc b/pages/tags-Physics.html-inc
index 36977c8..fee486f 100644
--- a/pages/tags-Physics.html-inc
+++ b/pages/tags-Physics.html-inc
@@ -1 +1 @@
-
Results for tag: Physics
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
You can get the script from the github repo. [more]
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
\ No newline at end of file
diff --git a/pages/tags-Releases.html-inc b/pages/tags-Releases.html-inc
index 2a8d66f..f48f944 100644
--- a/pages/tags-Releases.html-inc
+++ b/pages/tags-Releases.html-inc
@@ -1 +1 @@
-
Results for tag: Releases
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
SDL 2.503 Released! Thursday, 22 July 2010 Tags: [Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
SDL 2.503 Released! Thursday, 22 July 2010 Tags: [Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
\ No newline at end of file
diff --git a/pages/tags-SDL.html-inc b/pages/tags-SDL.html-inc
index 8134fe5..1b1bea2 100644
--- a/pages/tags-SDL.html-inc
+++ b/pages/tags-SDL.html-inc
@@ -1 +1 @@
-
Results for tag: SDL
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
Closing the Grant Tuesday, 18 January 2011 Tags: [Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags: [Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags: [Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
SDL 2.503 Released! Thursday, 22 July 2010 Tags: [Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags: [Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags: [PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags: [Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
SDL 2.4 is released! After 8 months of work this picture begins to sum it up: [more]
A summer of possibilities (SDL_perl and GSOC 2010 ) Tuesday, 30 March 2010 Tags: [GSOC][Perl][SDL] GSOC 2010 As many of the readers must know The Perl Foundation has been accepted for the GSOC 2010 program. There are several SDL_perl mentors involved in it too. Right now we are accepting student applications. Process to Apply [more]
You can get the script from the github repo. [more]
Introduction Box2D for Perl Games! Monday, 02 May 2011 Tags: [Box2D][Perl][SDL] So over the last couple days I have started binding Box2D 2.1.0 to Perl. Box2D is a 2D physics engine used in game such as the popular Angry Birds . Here is the repository: https://github.com/PerlGameDev/Box2D-perl Also here is the helloWorld Box2D example in pure Perl and rendered with SDL Perl. You can [more]
SDL Perl Game Contest - week 4 roundup Saturday, 02 April 2011 Tags: [Contest][Game][Perl][SDL][games] Hi everyone! Sorry for delaying this post, it's been one hellish week... Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out! Electric Lines , by JT Palmer (jtpalmer) [more]
SDL Perl Game Contest - week 3 roundup Wednesday, 23 March 2011 Tags: [Contest][Game][Perl][SDL][games] Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!! Bubble Breaker , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 2 roundup Wednesday, 16 March 2011 Tags: [Contest][Game][Perl][SDL][games] Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out! Wheel of Fortune , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
The SDL Perl Game Contest! Friday, 25 February 2011 Tags: [Contest][Game][Perl][SDL] Let's get a Party Started Sure, you know what SDL is, right? Well, SDL has very nice Perl bindings that let you use the power and flexibility of Perl to write [more]
Closing the Grant Tuesday, 18 January 2011 Tags: [Grant][Manual][SDL] With the following commit I am closing the grant. This is what has been accomplished from each of the objectives: Cleaner Code and a lot of memory and performance improvements ( SDL 2.527 released Jan 18th ) [more]
SDL 2.518 Released: Neverhood Clone Monday, 04 October 2010 Tags: [EyeCandy][Perl][Releases][SDL] So Blaizer started a Neverhood clone and fixed a lot of the Controller code to make it work nicely. This has been released as SDL 2.518. It does break back compat a bit, but not too much. Have a look at http://sdl.perl.org/SDL-Deprecated.html#2_517 to see the breakages. The documentation for Controller has also been improved considerably. [more]
SDL Manual: Reviewers Needed Monday, 27 September 2010 Tags: [Grant][Manual][SDL] Work has begun on the 4th chapter of the SDL Manual. The code is on github , and I regularly update the pdf on our server. Writing manuals is not of my greatest skills, so I would love some review of my work. Any problems can be reported in the issues . If you want to help with writing the manual, please join me on #sdl irc.perl.org or email us at [more]
SDL 2.512 released - Layers Support added Tuesday, 31 August 2010 Tags: [EyeCandy][Game][Releases][SDL] The new release of SDL adds Layer support, which means that rendering surfaces by layers is a lot easier. SDL 2.512 has several other changes too. An experimental physics interface and minor fixes. Have a look at the CHANGELOG. Here is an implementation of the new Layer stuff. Solitaire .
Introducing SDLx::Controller::Object, with our good friend Mario! Friday, 20 August 2010 Tags: [Demo][Perl][Physics][SDL] Hi Folks This past week I have been working on making interfacing physics with SDL rendering a lot easier. The idea was to provide the user a callback to describe the acceleration of their object in the X, Y axis and Rotation. Using this idea I have completed a preliminary work for SDLx::Controller::Object. The demo below shows an example that was made with it. The SDLx* code is available at http://github.com/kthakore/SDL_perl and demo code is available at http://github.com/kthakore/scroller . Mario Demo using SDL Perl from SDLPerl on Vimeo . [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags: [Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
SDL 2.503 Released! Thursday, 22 July 2010 Tags: [Perl][Releases][SDL] SDL 2.503 has been released on to CPAN. The changes are mostly in the new features added to SDLx::* layer. However as our continuing attempt to improve cross platform support we have some low level fixes. Most interstingly we have begun work on SDLx::Sprite::Animated. Although, volatile, this addition will be highly anticipated. We look forward for more work on it soon. Additionally are the changes in SDLx::Surface. SDLx::Surface is an attempt to provide gfx, pixels, video and low level surface functions in a combined and simpler interface. Since SDLx::Sprite and SDLx::App depends on SDLx::Surface, new features will be propagated and the magic amplified! These are exciting times for SDL in Perl. So come join us for great justice on #sdl irc.perl.org or sdl-devel@perl.org . [more]
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
The Build Process of SDL Perl Wednesday, 07 July 2010 Tags: [Building][Perl][SDL] A while ago I had a long chat with mst on why SDL uses Module::Build rather then Make. I told him it is a simple matter of code inertia. The existing Module::Build system has worked well for us so far. Never the less, he convinced me that switching to Make will improve debugging the Build system. But to be able to switch we will need to completely replace the Build system. I am not prepared to do that so I will just present the requirements so mst or someone else can at least attempt to switch. The Build Process Alien::SDL [more]
SDL RC 2.5 decides to play with PDL Tuesday, 29 June 2010 Tags: [PDL][Perl][SDL] PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL together to create real-time, responsive animations and simulations. [more]
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
SDLpp.pl: Packaging SDL Scripts Alpha Friday, 14 May 2010 Tags: [Packaging][Perl][SDL] After a lot of patches and head scratching I have an alpha version of SDLpp.pl . The purpose of SDLpp.pl is to allow SDL perl developers to package their game for end users. Here is the shooter.pl packaged up:
\ No newline at end of file
diff --git a/pages/tags-Showcase.html-inc b/pages/tags-Showcase.html-inc
index 4153b21..72d32e9 100644
--- a/pages/tags-Showcase.html-inc
+++ b/pages/tags-Showcase.html-inc
@@ -1 +1 @@
-
Results for tag: Showcase
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags: [Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
Perl+SDL 3D Rendering Saturday, 31 July 2010 Tags: [Perl][SDL][Showcase] Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch. --yapgh This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all. [more]
\ No newline at end of file
diff --git a/pages/tags-Surface.html-inc b/pages/tags-Surface.html-inc
index f852f95..3f1fb63 100644
--- a/pages/tags-Surface.html-inc
+++ b/pages/tags-Surface.html-inc
@@ -1 +1 @@
-
Results for tag: Surface
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
\ No newline at end of file
+
Results for tag: Surface
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
\ No newline at end of file
diff --git a/pages/tags-Syntax.html-inc b/pages/tags-Syntax.html-inc
index c53ed5c..bde83ef 100644
--- a/pages/tags-Syntax.html-inc
+++ b/pages/tags-Syntax.html-inc
@@ -1 +1 @@
-
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
Hello folks, Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440 . The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.' UPDATE: with some help, and newcomer jtpalmer's help we have added Link
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diff --git a/pages/tags-XS.html-inc b/pages/tags-XS.html-inc
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Results for tag: XS
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
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Results for tag: XS
Providing direct memory access to SDL_Surface's pixels Wednesday, 23 June 2010 Tags: [Pack][Perl][SDL][Surface][XS] In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface . So far I have only start on the 32 bpp surfaces. The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: SV * get_pixel32 ( SDL_Surface * surface , int x , int y ) [more]
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diff --git a/pages/tags-games.html-inc b/pages/tags-games.html-inc
index 623de5a..39d72e3 100644
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Results for tag: games
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]
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Results for tag: games
Perl GameDev: an interview with Construder's author Thursday, 07 July 2011 Tags: [Construder][Game][elmex][gamedev. opengl][games][interview] For the past several months Perl has gained a lot of momentum in game development. The SDL Perl community now has a complete manual for beginners and nice, sugary layers built on top of a fast and stable API. March's game challenge spawned over 15 new games , and all over the world we've seen mini-courses, talks and even printed magazine articles. But nothing prepared us for Construder : a jaw dropping 3D game created by Perl hacker Robin Redeker, known as "elmex". It features futuristic settings with some nice graphics and an (almost) infinite world for you to build and play with!
Construder is so cool we wanted everyone to know about it, so we made a quick interview with Robin, who is not only a great programmer but also a very nice guy. Check it out! [more]
SDL Perl Game Contest - week 4 roundup Saturday, 02 April 2011 Tags: [Contest][Game][Perl][SDL][games] Hi everyone! Sorry for delaying this post, it's been one hellish week... Wow, 4 weeks already... can you believe it? I'm really sad this is the last round of the SDL Perl Game Contest - I guess time flies when you're having fun - but I'm also pretty excited to show you guys the awesome entries we had this week. Check'em out! Electric Lines , by JT Palmer (jtpalmer) [more]
SDL Perl Game Contest - week 3 roundup Wednesday, 23 March 2011 Tags: [Contest][Game][Perl][SDL][games] Alright, boys and girls, it's the moment you've been waiting for all week: The SDL Perl Game Contest weekly showdown. Round. Three. FIGHT!! Bubble Breaker , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 2 roundup Wednesday, 16 March 2011 Tags: [Contest][Game][Perl][SDL][games] Yes, I know it's already wednesday, sorry for the delay! The SDL Perl Game Contest continues - I should know, I'm about halfway through my third game now! - and last week we had some real nice entries. Check 'em out! Wheel of Fortune , by Tobias Leich (FROGGS)
SDL Perl Game Contest - week 1 roundup Tuesday, 08 March 2011 Tags: [Contest][Game][Perl][SDL][games] As you probably know, last week we started the SDL Perl Game Contest (more like a Game Challenge, as people pointed out), where you have to write one game per week throughout the entire month of March! So far we had some awesome entries - people really stood up to the challenge! Check them out: Solar Conflict , by JT Palmer (jtpalmer) [more]