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Author Topic: GIPE Framework  (Read 13402 times)

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ChronicRat

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GIPE Framework
« on: October 04, 2013, 05:45:27 pm »
Just another one framework based on SFML. Effects editor:





https://bitbucket.org/SteelRat/gipe - project still in development.
« Last Edit: November 30, 2014, 12:33:57 pm by ChronicRat »

Grimshaw

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Re: GIPE Framework
« Reply #1 on: October 04, 2013, 06:35:28 pm »
Not bad at all ^^ cute effects!

ChronicRat

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Re: GIPE Framework
« Reply #2 on: October 04, 2013, 06:57:04 pm »
Thanks. =) Three weeks of development with stars for test and then one minute to create something like smoke. =)

eXpl0it3r

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Re: GIPE Framework
« Reply #3 on: October 04, 2013, 07:57:22 pm »
Cool! Can you tell us more about the project? What does it utilize, what can it do? :)

At least the video description tells us a bit more:
Quote from:
This is just example of SFML + wxWidgets. My first PS, no refactoring and optimisations yet. Some lags because of recording, and the FPS is about 100 with 5000 particles and less than 10% CPU load. About 60 FPS with 50k particles and 70% CPU load. Several threads used for GUI, Lua, Update and Render.
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ChronicRat

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Re: GIPE Framework
« Reply #4 on: October 05, 2013, 09:33:57 am »
Cool! Can you tell us more about the project? What does it utilize, what can it do? :)
Thanks! =) I'm trying to not use Google translate, so it is not easy to me.
I'm planning to use this framework for multiplatform colorful games. wxWidgets used only for Editor. Other libraries used: SFML and its dep-s, SFGUI, Lua, OOLua, glm, minizip. I think Box2D will join to this company.
Framework has several managers (ResourceManager, InputManager, RenderManager, LuaManager), each manager designed to be in own thread, but can be set to be used from other thread (MainThread). So in future game will detect number of processors cores and use each of it or will be single (or two) threaded program.  Each manager has own queue of tasks, no direct access allowed.
ResourceManager can work with several filesystems, where filesystem can be real or virtual to work with Zip archives. It can prefer files from zip or from disk.
EventManager was created under the impression of wxWidgets event manager - which is very flexible and powerful. It allows to fast and simple transfer some data to all subscribers of Event. I hate Singletons. =)
And yes, each manager is a Singleton, but it does not allow to automatically create instance on calling to Instance method.
Well, i think i will present one cool game in a month. =)

ChronicRat

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Re: GIPE Framework
« Reply #5 on: October 12, 2013, 01:04:00 pm »
Now i'm testing all this stuff in Linux (Ubuntu 12.04). Several problems because of migrating from MS VS were solved. Game using GIPE works fine, but not Editor based on wxWidgets. I've modified wxWindow class to return direct handle to X window:

unsigned long wxWindowGTK::GetLowLevelWindow() const
{
    return GDK_WINDOW_XID(gtk_widget_get_window(m_widget));
}
 
Then modified my own wxRenderWindow (natural child of sf::RenderWindow and wxPanel) class:
void wxRenderWindow::CreateSFMLWindow()
{
#ifdef __WXGTK__
        wxWindowGTK* wnd = (wxWindowGTK*) this;
        this->create( wnd->GetLowLevelWindow() );
#else
        this->create(GetHandle());
#endif
}
So, i have fully functional editor except one big problem - SFML RenderWindow reacts only on MouseEnter and MouseLeave events. I can't get other events from pollEvent(). =( Any ideas why?
« Last Edit: October 12, 2013, 01:06:48 pm by ChronicRat »

ChronicRat

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Re: GIPE Framework
« Reply #6 on: November 19, 2013, 12:32:57 pm »
Texture generator =)

eXpl0it3r

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Re: GIPE Framework
« Reply #7 on: November 19, 2013, 01:08:14 pm »
Cool :)

Are you going to release it at some point?

Btw. I suggest to use OBS for recording your screen. It's free, best quality and doesn't have any annoying water mark. ;)
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
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Dev Blog: https://duerrenberger.dev/blog/

ChronicRat

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Re: GIPE Framework
« Reply #8 on: November 19, 2013, 01:22:05 pm »
Cool :)
Thank you! =)
Are you going to release it at some point?
Not now. It is too raw and undone.
Btw. I suggest to use OBS for recording your screen. It's free, best quality and doesn't have any annoying water mark. ;)
Thanks, for some reason I could not find anything good to record from screen.

eXpl0it3r

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Re: GIPE Framework
« Reply #9 on: November 19, 2013, 01:26:59 pm »
Not now. It is too raw and undone.
Okay, makes sense. Could you write a small list with features? It's not so easy to fully understand what you're doing in the video. :)

Thanks, for some reason I could not find anything good to record from screen.
Yeah, I've never found anything useful either, until I came across OBS, which blew my mind. ;D
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
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Dev Blog: https://duerrenberger.dev/blog/

ChronicRat

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Re: GIPE Framework
« Reply #10 on: November 19, 2013, 01:45:09 pm »
By the first, i'm creating list of images that will be in texture. Just by appending of image files. Than i can select colour wich will be converted to alpha channel if image has no transparent colour. Each image can be cropped from unused transparent lines. And the resulting image can be stored in texture with information of its previuos size or forget it. Before create texture program sorts images by Order, Size, Width and Height. And detects wich of way is better. Or you can select sorting way directly. Size of texture also can be determined automatically or by user. Then you just press Generate button with green arrow.
If not all of sprites are fit in texture there will be created another one, and another, and so on... Texture is saved as one solid binary file (.tex), where compression method of each texture is selected by user.

I'm so tired... You have to learn russian! =) By the way, all text in program is loaded from external language file, so it can be easily translated to any language. Like that:
Code: [Select]
IDS_OUTPUT_FORMAT=Формат записи
IDS_RAW=Без сжатия (RGBA)
IDS_PNG=PNG (RGBA)

ChronicRat

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Re: GIPE Framework
« Reply #11 on: April 05, 2014, 08:09:26 pm »
Well, first game is almost done, here you can download beta demo version https://www.dropbox.com/s/zkugjrzpkrongmo/croger_demo.zip
This game is remake of old russian game ROO http://infoshkola.info/programming/roo/  That was educational game for young programmers. =) My game is the same, but i created crocodile.
Well, i need feedback from you, guys and girls. There are two languages now: russian and english in my translation (so it is NOT very good translation).
And, as russian, i can't understand how good or bad is game's name - Croger?
I will create tutotorial and video later, i promise. =)

Known problem: x86 build does not work with modern drivers on nVidia 250GTS. Installing older drivers solves the problem.
« Last Edit: April 05, 2014, 08:49:54 pm by ChronicRat »

ChronicRat

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Re: GIPE Framework
« Reply #12 on: April 06, 2014, 02:03:24 pm »
Beta preview:

ChronicRat

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Re: GIPE Framework
« Reply #13 on: April 06, 2014, 02:07:16 pm »
By the way, do you hear that ugly "move" sound? It is originally very nice, i attached it. But in game it sounds strange...  :-\

eXpl0it3r

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Re: GIPE Framework
« Reply #14 on: April 06, 2014, 02:33:06 pm »
By the way, do you hear that ugly "move" sound? It is originally very nice, i attached it. But in game it sounds strange...  :-\
Sounds the same to me, except that the one in-game gets repeat at a higher frequency, thus only the first part is audible.
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
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Dev Blog: https://duerrenberger.dev/blog/