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Poll

Used GQE in my project

Yes, its fantastic!
2 (22.2%)
Yes, but it didn't meet my needs (please reply and explain why)
0 (0%)
No, but I will give it a try now!
1 (11.1%)
No, but thanks anyway
6 (66.7%)

Total Members Voted: 8

Voting closed: June 12, 2011, 06:01:39 am

Author Topic: GatorQue Engine (GQE or Basic Game Engine) Updates  (Read 7998 times)

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GatorQue

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GatorQue Engine (GQE or Basic Game Engine) Updates
« on: June 12, 2011, 06:01:39 am »
Hello everyone!

I have really appreciated your encouragement on my GQE or Basic Game Engine project.  I have recently posted a new update (version 0.7) to the GQE project at its home http://code.google.com/p/gqe/.

The main feature that has been added is a new logging facility using Macros and C++ classes.  Please grab a new copy if your currently using GQE for your project.

My next objective is the begin working on a better example for using the GQE project.  The current plan is to create a Asteroids clone, but extend it to be multiplayer so I can show how networking can be incorporated into the GQE engine.  I will be creating the "Sprite Engine" I talked about in my recent "Basic Game Desing" tutorial.  If you haven't read this tutorial, I encourage you to go read it (I will finish the last 3 sections to it soon).

Please don't hesitate to post questions or comments about the GQE project or things you would like to see me work on next for the GQE project as a reply to this thread.

Here is the change log from the GQE project:
 Version 0.7
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- New logging technique using macros and C++ logger classes
- Static build CMake fixes

Version 0.6.1
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- Quick build issue fix

Version 0.6
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- Use system level include style
- Better CMake support for building code

Version 0.5
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- Added ConfigAsset class
- Added ReInit method to IState class
- Added InactivateActiveState and ResetActiveState methods to StateManager
- Call HandleCleanup from DoInit in IState for dropped active states

Version 0.4
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- First GoogleCode project posting
- CMake build scripts
- Documentation fixes and other fixes

Version 0.3
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- Bug fixes for Linux compiler

Version 0.2
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- Bug fixes for compiler problems
- Bug fixes for Active/Inactive states

Version 0.1
===========
- Initial release to SFML Tutorial Wiki
- Builds fine on Linux.
- Qt Modules detected and included.
- BUilds out of the box; packaging needs rework.
- Tested to work on Linux.

GatorQue

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v0.8 released
« Reply #1 on: June 18, 2011, 06:19:04 pm »
Hello everyone!

I have been working on pesky build related problems and believe that I have finally nailed them all (for now).  You can now build GQE v0.8 against either Dynamic/Static versions of SFML.  Also I have provided prebuilt versions of SFML v1.6 and SFML v2.0 on the GQE Google Code project.  I have also provided SFML v1.6 with CMake support on the GQE Google Code project.

Now that my build related troubles are over for now, I will focus my attention on working on better example projects for using GQE.  Thanks again for all your support.

phoekz

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GatorQue Engine (GQE or Basic Game Engine) Updates
« Reply #2 on: June 18, 2011, 08:13:53 pm »
Really sweet dude, looking forward for your new release :). Last time I used your engine as learning platform and it definitely helped me understand game engine design principles.

GatorQue

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Next release
« Reply #3 on: June 28, 2011, 07:00:54 pm »
I'm happy to announce that I fixed the issues with finding the SFML libraries under Linux and the build warnings.  Please give this a try and let me know how it works for you.

Version 0.9.0
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- Fix SFML find issues with linux and build warnings

Version 0.8.1
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- Fixed SFML 2.0 Clock.GetElapsedTime() changes (float->Uint32)

Version 0.8.0
=============
- Provide pre-compiled extlibs for SFML 2.0 and 1.6
- More shared/static build CMake fixes (should work now)

VVaari

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GatorQue Engine (GQE or Basic Game Engine) Updates
« Reply #4 on: June 30, 2011, 11:19:10 am »
I really like your engine design GatorQue! It will be very interesting to see how you are going to manage the GameObjects :)

GatorQue

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GatorQue Engine (GQE or Basic Game Engine) Updates
« Reply #5 on: June 30, 2011, 02:29:28 pm »
Thanks, I'm hoping to introduce something similar to the game object management system described on this website http://www.devmaster.net/articles/oo-game-design/, give it a look and let me know what you think.

GatorQue

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GQE Examples
« Reply #6 on: July 05, 2011, 02:25:05 am »
I have published v0.10 with a simple TicTacToe example.  I also changed the CMAKE to copy the "resource" files over to the build directory so you can execute the example right from within your IDE and have all the files necessary to run the program.

I will be working on better examples during the next week.  I will keep working examples to flesh out any issues, I have already discovered that the AssetManager could be improved some and will hopefully have some RAII improvements to the AssetManager in the next release of GQE.

Here is the changelog:
Version 0.10.0
==============
- Fixed copying of resources to build directory
- Fixed copying of examples to install directory
- Fixed copying of documentation to install directory
- Added TicTacToe example
- Made App class abstract, requires that you subclass it