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Messages - Cornstalks

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136
General discussions / Re: Unofficial Nightly Builds
« on: February 13, 2013, 11:00:37 pm »
The SFML Nightly Builds have been update to the latest commit.
The OS X Nightly Builds by Cornstalks have been linked on the front page.
The library Thor, created by Nexus, has been added to the list of Nightly Builds


With the Thor Nightly Builds I want to give a faster access to the Nexus's genius library and hope that more people will try it out and start developing with it.

I hope you all like it and as always feel free to make suggestions, ask questions, give feedback, etc. :)
Thanks for the link! I've updated my build scripts a bit (they still need more work and my current solution is kind hackish). I added a bin branch that has builds for the time being (so the link on your website is now broken) until I get a better system sorted out.

I added a page on my blog: http://www.mjbshaw.com/p/sfml-nightly-builds.html
If I ever change the download URLs for the binaries, my blog will be immediately updated. It's probably the safest thing to link to (or the Github project's main page).

I also updated my builds to SFML a97577c

If anyone finds any issues with my builds, please open a ticket on my project's Github page (or post in this thread)!

137
General discussions / More Community-driven Development
« on: February 11, 2013, 10:11:55 pm »
Currently, Laurent is pretty much the only SFML developer (with Marco doing OS X stuff). This is nice because there's a good level of consistency and sanity maintained in the codebase. However, we also only get a handful of commits each month, meaning things move quite slowly.

I've worked a little bit on other open source projects, like FFmpeg, and while FFmpeg has a much greater learning curve, I feel like it's easier to contribute to it. There are a number of people who have said "X would be a good idea/feature" and Laurent will say "Yeah, but it will require a decent amount of changes to SFML so don't do it; I will do it to make sure it's designed like I want it to be," which means users end up waiting on Laurent rather than being able to contribute.

This isn't necessarily a bad thing, as I've said, as it helps with a consistent and clean API in SFML, but I feel like SFML could really benefit from more community contributions and I'm wondering how that can be stimulated while still keeping full control in Laurent's hands.

There are, of course, a list of bugs the community can work on fixing (and hopefully I'll get to contribute to this during this summer), but there are other features that I know people are itching to have (like Android/iOS and OpenGL|ES 2.0 support) or other road blockers (like documentation/web stuff for the 2.0 release) that I think people would love to contribute to.

What would help encourage the community to contribute? Here are some of my thoughts, and I'm hoping others can contribute ideas/suggestions/comments:

More road maps or architecturing. Particularly, for things where Laurent says "Don't work on this, I'll do it so I make sure it's done how I want it," what if instead a skeleton/architecture was designed so that either Laurent can fill in the skeleton/architecture himself or someone else can implement it and send a pull request. That way the API and design will stay how Laurent envisions it, but eager users can contribute instead of wait.

A web page for contributing. There's some instructions at the end of SFML's README, but they're quite minimal and nowhere on the website. I think if there was a "Contribute" tab on the website that talks about contributing and helps users get involved in contributing to SFML, that would help.

Prioritized issues. If I want to contribute to something, I'd like to know what you'd like me to contribute to. Sure, contributing to any issue is nice, but prioritizing issues (maybe with tags) will give people a sense of what needs contributing the most.

Mini intro to working with github (and pull requests). I'm more familiar with the mailing-list style patch submission and review, like is done with FFmpeg. I just spent the past while poking around github trying to figure out how pull requests work and if I submitted a patch, how it would be reviewed and (if needed) updated/fixed. I think I understand how it works now, but if the entry barrier can be minimized as much as possible I think people will be more inclined to contribute.

Any other ideas, or any responses to these ideas?

138
General discussions / Re: Unofficial Nightly Builds
« on: February 10, 2013, 11:25:08 pm »
I only have an OS X 10.8 machine with Xcode 4.6, so I can't target base SDKs 10.5 or 10.6 (for developers with 10.5/6), unfortunately.
Actually you can, but you would need to get the previous SDKs from older Xcode releases, then copy these SDKs next to the other ones (those from your latest Xcode installation).
Either it's a bit more complicated than that, or I'm doing it wrong :) I downloaded Xcode 3.2.6, installed the 10.5 and 10.6 SDKs, copied them next to my 10.7 and 10.8 SDKs, and tried to build (using the command line utils provided by Xcode 4.6), and I got a ton of errors about standard headers. I'm guessing I have to build with the command line tools from 3.2.6, but I don't have a whole lot of time to mess around with that. If you've got tips, I'd appreciate them. Otherwise, I may not be able to build with the 10.5 or 10.6 SDKs (or if I do, it might take me forever to get to it).

I've published my build scripts on github here: https://github.com/mjbshaw/SFML-OS-X-Nightlies
My first builds can be found under the bin folder. I've tried to make the folders structured just like the official downloads.

If someone could please just take a peak at them and give me any kind of feedback, that would be great! If someone has questions (like exactly what the build settings are), feel free to ask. I will try to work on these a little bit more over the next couple of days whenever I get a free moment to get a better workflow and put a link on my blog.

139
General discussions / Re: Unofficial Nightly Builds
« on: February 07, 2013, 08:09:00 pm »
Ok, cool, I'll work on some build scripts then.

If you can provide OS X build, that's great. But don't forget to write down for which OS X version you're building them (10.5 would be great for C++98/03 for example).  ;)
I can build using the 10.7 and 10.8 base SDKs (so devs must have the 10.7 or 10.8 base SDKs), and I can set the deployment target to 10.5 (so end users need to have at least 10.5) (or later, but I'll probably just set it to 10.5 instead of every permutation). I only have an OS X 10.8 machine with Xcode 4.6, so I can't target base SDKs 10.5 or 10.6 (for developers with 10.5/6), unfortunately.

140
General discussions / Re: Unofficial Nightly Builds
« on: February 07, 2013, 07:48:12 am »
Hi! I'm wondering if there's any demand for OS X nightlies. I put together a little "Building SFML 2 with C++11 on OS X" guide, and after doing so I realized it's really quite dead simple to build SFML 2 from source on OS X (for C++03 or C++11). Because it's so simple, I'm wondering if there's even any demand for OS X nightlies at all (plus the automatic install scripts are easier than manually copy 'n' pasting, in my opinion).

If there is demand, I wouldn't mind providing g++4.2/clang++ (C++03 and C++11) OS X nightly builds (frameworks and dylibs). Your opinion/thoughts?

141
General discussions / Re: A new logo for SFML
« on: February 07, 2013, 05:27:54 am »
I'd like to see some people experiment with a lowercase "sfml". Also, I'd love to see some experiments with clean, simple fonts (I think font choice can make a huge difference). I'd experiment with these myself but I've got homework to do, so I thought I'd throw these ideas out it inspires anyone in the mean time.

142
General discussions / Re: A new logo for SFML
« on: February 02, 2013, 07:14:48 am »

143
General discussions / Re: Xcode templates updated
« on: February 02, 2013, 07:10:43 am »
What Clang/C++11 fix ? It should work out of the box. If it doesn't it's a bug..
My completely wild guess is maybe he's mentioning this?

144
General discussions / Re: SFML and the Windows Phone 8 SDK
« on: January 28, 2013, 06:18:16 am »
Windows Phone 8 does not support OpenGL, as far as I know. Any kind of realistic hope would require 1) waiting until SFML uses OpenGL ES 2.0 and 2) using something like ANGLE to translate the OpenGL calls into D3D9 calls. I don't think Laurent has any plans on porting SFML to D3D9, so that's the only avenue that I see as semi-realistic. On top of that, I'm not sure how compatible other features of SFML (like audio) are with Windows Phone 8, so I'd say it's pretty unrealistic to want to use SFML for Windows Phone 8.

145
General discussions / Re: A new logo for SFML
« on: January 27, 2013, 12:34:55 am »
Stole some ideas and played with them :) Colors could be played with more. If I get bored again today I'll play around with some more ideas.

Needed more raptors  :P:


I played with SuperV1234's idea:



146
General discussions / Re: A new logo for SFML
« on: January 26, 2013, 11:20:02 pm »
I'm digging the irc one (nice font, black on shocking blue is cool, very clean), but personally I'd take out the... whatever that thing is around the logo that looks like a Cylon raider. Andy maybe the 2. Other than that I really like it.

I'm also liking SuperV1234's. Very different direction, but I like it.

krzat, I think those are much better than the earlier ones with lots of the icons!

147
General discussions / Re: A new logo for SFML
« on: January 25, 2013, 11:16:53 pm »
some misc google webfonts with animal silouhettes, just to mix it up... :P


YES!   8)

148
General discussions / Re: A new logo for SFML
« on: January 25, 2013, 05:36:56 pm »
As FRex said SFML is not an engine.
Personally, I think "engine" is a nebulous term and, depending on the developer and what it is they're making and how they're using libraries (like SFML), they might have different definitions of what an "engine" qualifies as.

But besides, we don't have to encourage the "SFML is an engine" idea. The gears, to me, say SFML is the cogs in your engine, the part that makes the rest of the engine work.

Anyway, as for alternatives (thanks for the album!) I kind of liked this one, though I'd tweak it a bit (remove the icons, maybe remove the ellipse, and maybe change the M and L so everything is italicized forwards... and I guess I'd play around with various stylizations of the S (and I guess the other letters, but I like the F)).

149
General discussions / Re: Please update the SFML OS X tutorial for C++11
« on: January 25, 2013, 04:34:58 pm »
That's even more weird : I got the same versions and it works..  ???

but I'll do the change anyway.
If this gets any weirder: when I use ccmake I get stuck in an infinite loop in ccmake. For example, if I do:

ccmake -G "Unix Makefiles" ..
... set the following:
CMAKE_CXX_COMPILER = /usr/bin/clang++
CMAKE_CXX_FLAGS = -stdlib=libc++
CMAKE_C_COMPILER = /usr/bin/clang
SFML_BUILD_FRAMEWORKS = ON
SFML_INSTALL_XCODE4_TEMPLATES = ON
 

(and then hit "c" to configure) It just keeps flashing something about glew in an infinite loop... Setting those ops from the command line and just using cmake works though.

Edit: Also, I have cmake version 2.8.10.1

150
General discussions / Re: Please update the SFML OS X tutorial for C++11
« on: January 25, 2013, 02:56:46 pm »
Interesting.. it works perfectly on my machine with CXX only. What OS X version and Xcode version do you have ?
Sorry, I should've included that. OS X 10.8.2 and Xcode 4.5.2. Note that I don't have macports. Clang version:
Apple clang version 4.1 (tags/Apple/clang-421.11.66) (based on LLVM 3.1svn)
Target: x86_64-apple-darwin12.2.1
Thread model: posix
 

I've also never installed SFML on this machine.

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