> On 30. Dec 2017, at 20:13, Norbert Hartl <[hidden email]> wrote: Hey! > - working SSL on newer distributions related to that I would love a working VM release process. - Tag releases of the stable VM - Be able to take release X.Y and release X.Y+1 with a single bugfix |
Me too :)
-------------------------------------------- Stéphane Ducasse 03 59 35 87 52 Assistant: Julie Jonas FAX 03 59 57 78 50 TEL 03 59 35 86 16 S. Ducasse - Inria 40, avenue Halley, Parc Scientifique de la Haute Borne, Bât.A, Park Plaza Villeneuve d'Ascq 59650 France |
In reply to this post by Clément Béra
I found the mix of OSWindow+SDL+Athens very complex (tens of classes
with hundreds of methods) and to produce code hard to understand (I look at your spider code). I will prefer fewer functionnality I can understand. For example, how can you copy a sprite on a SDL surface? Can you do it without Athens surface? Le 28/12/2017 à 18:51, Clément Bera a écrit : > Whichever if Cairo stays around or not does not really matter, > normally one uses Cairo through Athens or Sparta, abstraction layers > on top of 2D graphic engines. I've worked with other 2D engines and > the API are always almost the same, so I have no doubt that if Cairo > support is dropped we can re-bind Athens/Sparta with another 2D engine > (such as engines used by web browsers). -- Dr. Geo http://drgeo.eu |
Hilaire
why do you need to have a sprite on a SDL surface and why plain Athens is not good enough. Athens is an API not an implementation. It is like sparta: an API and you do not care about the library below. OSWindow is a layer on top of SDL and it is better than SDL directly to my understanding. So you should get Athens and SDL for event. What kind of game are you targeting? Did you look at Bloc? Because to me this is the way to go except if you want just a canvas and reimplement your event loop. in that case SDL + Athens should work. Stef On Sat, Dec 30, 2017 at 9:33 PM, Hilaire <[hidden email]> wrote: > I found the mix of OSWindow+SDL+Athens very complex (tens of classes with > hundreds of methods) and to produce code hard to understand (I look at your > spider code). > > I will prefer fewer functionnality I can understand. > > For example, how can you copy a sprite on a SDL surface? Can you do it > without Athens surface? > > > Le 28/12/2017 à 18:51, Clément Bera a écrit : >> >> Whichever if Cairo stays around or not does not really matter, normally >> one uses Cairo through Athens or Sparta, abstraction layers on top of 2D >> graphic engines. I've worked with other 2D engines and the API are always >> almost the same, so I have no doubt that if Cairo support is dropped we can >> re-bind Athens/Sparta with another 2D engine (such as engines used by web >> browsers). > > > -- > Dr. Geo > http://drgeo.eu > > > |
In reply to this post by EstebanLM
Esteban Lorenzano <[hidden email]>
wrote: > Hi everybody, > > This looks like a good moment of the year to ask all of you what would > you want to see in Pharo next year. I wish you all the time and good health to realize some of your Pharo dreams Stephan |
In reply to this post by Stephane Ducasse-3
because simple things should be simple...
Le 30/12/2017 à 22:32, Stephane Ducasse a écrit : > Hilaire > > why do you need to have a sprite on a SDL surface and why plain Athens > is not good enough. Athens is an API not an implementation. > It is like sparta: an API and you do not care about the library below. > > OSWindow is a layer on top of SDL and it is better than SDL directly > to my understanding. > So you should get Athens and SDL for event. > > What kind of game are you targeting? Did you look at Bloc? Because to > me this is the way to go except if you want just a canvas > and reimplement your event loop. in that case SDL + Athens should work. > > Stef > > On Sat, Dec 30, 2017 at 9:33 PM, Hilaire<[hidden email]> wrote: >> I found the mix of OSWindow+SDL+Athens very complex (tens of classes with >> hundreds of methods) and to produce code hard to understand (I look at your >> spider code). >> >> I will prefer fewer functionnality I can understand. >> >> For example, how can you copy a sprite on a SDL surface? Can you do it >> without Athens surface? >> >> >> Le 28/12/2017 à 18:51, Clément Bera a écrit : >>> Whichever if Cairo stays around or not does not really matter, normally >>> one uses Cairo through Athens or Sparta, abstraction layers on top of 2D >>> graphic engines. I've worked with other 2D engines and the API are always >>> almost the same, so I have no doubt that if Cairo support is dropped we can >>> re-bind Athens/Sparta with another 2D engine (such as engines used by web >>> browsers). >> -- >> Dr. Geo >> http://drgeo.eu >> >> >> -- Dr. Geo http://drgeo.eu |
In reply to this post by Stephane Ducasse-3
I am *exploring* if Pharo will be suitable to have a simple programming
environment to let kids write simple 2D games, SDL was designed for that. Some of my students asked me about programming games, Smalltalk way of writing code will be neat, but the environment need to be accessible and not over engineered. Le 30/12/2017 à 22:32, Stephane Ducasse a écrit : > What kind of game are you targeting? Did you look at Bloc? Because to > me this is the way to go except if you want just a canvas > and reimplement your event loop. in that case SDL + Athens should work. -- Dr. Geo http://drgeo.eu |
In reply to this post by Stephan Eggermont-3
Tx Stephan
I have too many dreams :) so I will have to prioritize but let's the first three :). Stef On Sun, Dec 31, 2017 at 12:58 PM, Stephan Eggermont <[hidden email]> wrote: > Esteban Lorenzano <[hidden email]> > wrote: >> Hi everybody, >> >> This looks like a good moment of the year to ask all of you what would >> you want to see in Pharo next year. > > I wish you all the time and good health to realize some of your Pharo > dreams > > Stephan > > |
In reply to this post by HilaireFernandes
Hi hilaire
Some students at Prague are working on different 2D games with Bloc and this is working. Some did a sokoban, other a miner (check on pharo weekly). They use Bloc and I will ask them to make public their code. No need for SDL. SDL is ***low level***. Now modeling the board and proposing some abstractions that can be easily extended is difficult. and this is what lauraMaximilliano did in MetaBorg. It was on my todo to do a pass. I implemented a grid to help the design of board game. Now having direction/location can be good. What is interesting in the design of metaborg is that we do not test if an object can move to a place. We go to the place and the place pull the item. A wall will not pull for example while a empty slot will pull the item to move. I found it intriguing and I would like to know if this is working for more complex situation. Maximiliano implemented sokoban, tetris, snake, pacman with the same framwork. Now it is a bit abstract but an interesting experience. Stef On Sun, Dec 31, 2017 at 2:41 PM, Hilaire <[hidden email]> wrote: > I am *exploring* if Pharo will be suitable to have a simple programming > environment to let kids write simple 2D games, SDL was designed for that. > > Some of my students asked me about programming games, Smalltalk way of > writing code will be neat, but the environment need to be accessible and not > over engineered. > > > Le 30/12/2017 à 22:32, Stephane Ducasse a écrit : >> >> What kind of game are you targeting? Did you look at Bloc? Because to >> me this is the way to go except if you want just a canvas >> and reimplement your event loop. in that case SDL + Athens should work. > > > -- > Dr. Geo > http://drgeo.eu > > > |
Hi Stef,
A complete port of the SDL capabilities (http://wiki.libsdl.org/Introduction) will be super nice (audio) and improved stability. For your students, the perspective on the game is likely 2 months, may be 6 months; you know I have longer perspective - DrGeo was slowly developed and crafted for 20 years; therefore stability on the code is very important for me as I will have to work over long period. That's the reason I don't fell at ease relying on many code layers. For your students, as the horizon is counted in months it is a null consideration, not for me. Not to mention there are uncertainty over this layers. Moreover these layers will make hard to my student to understand what's going on, if they want to dig in. I am not sure how far will get me this reflexion, but for my students, I can imagine different models of 2D games: board games, horizontal/vertical scrolling games, isometric games. Each one can be optimized differently. Banks of sprites and audio will be already there to get started the students. The models will encapsulate SDL, as PyGame is doing, but still easilly accessible. I imagine such an environment to rely only on two layers: SDL and spec, the later if some dedicated user interface is needed for the game designer; but a lot should happen in the class browser. I found this Python PyGame code bellow rather easy to understand. Will it be possible to produce an equally understandable Smalltalk code with the layers your are proposing? importsys,pygamepygame.init()size=width,height=320,240speed=[2,2]black=0,0,0screen=pygame.display.set_mode(size)ball=pygame.image.load("ball.bmp")ballrect=ball.get_rect()while1:foreventinpygame.event.get():ifevent.type==pygame.QUIT:sys.exit()ballrect=ballrect.move(speed)ifballrect.left<0orballrect.right>width:speed[0]=-speed[0]ifballrect.top<0orballrect.bottom>height:speed[1]=-speed[1]screen.fill(black)screen.blit(ball,ballrect)pygame.display.flip() Hilaire Your time stamp bellow is a strike! ;) vvvvvvvvvvvvvvvvvvvvvv Le 01/01/2018 à 00:00, Stephane Ducasse a écrit : > Hi hilaire > > Some students at Prague are working on different 2D games with Bloc > and this is working. > Some did a sokoban, other a miner (check on pharo weekly). > > They use Bloc and I will ask them to make public their code. > No need for SDL. SDL is ***low level***. > > Now modeling the board and proposing some abstractions that can be > easily extended is difficult. > and this is what lauraMaximilliano did in MetaBorg. > > It was on my todo to do a pass. I implemented a grid to help the > design of board game. > Now having direction/location can be good. > > What is interesting in the design of metaborg is that we do not test > if an object can move to > a place. We go to the place and the place pull the item. > A wall will not pull for example while a empty slot will pull the item to move. > > I found it intriguing and I would like to know if this is working for > more complex situation. > > Maximiliano implemented sokoban, tetris, snake, pacman with the same framwork. > Now it is a bit abstract but an interesting experience. > > > Stef > > On Sun, Dec 31, 2017 at 2:41 PM, Hilaire<[hidden email]> wrote: >> I am*exploring* if Pharo will be suitable to have a simple programming >> environment to let kids write simple 2D games, SDL was designed for that. >> >> Some of my students asked me about programming games, Smalltalk way of >> writing code will be neat, but the environment need to be accessible and not >> over engineered. >> >> >> Le 30/12/2017 à 22:32, Stephane Ducasse a écrit : >>> What kind of game are you targeting? Did you look at Bloc? Because to >>> me this is the way to go except if you want just a canvas >>> and reimplement your event loop. in that case SDL + Athens should work. >> -- >> Dr. Geo >> http://drgeo.eu >> >> >> -- Dr. Geo http://drgeo.eu |
Le 01/01/2018 à 17:50, Hilaire a écrit :
I found this Python PyGame code bellow rather easy to understand. Will it be possible to produce an equally understandable Smalltalk code with the layers your are proposing? Oops, not that easy to understand as it is formated, this should be better:
-- Dr. Geo http://drgeo.eu |
In reply to this post by HilaireFernandes
This code can be just in a method of subclass of BlGameElement.
You should really try because Bloc is really nice. And this is not a layer this is the future Morphic. Now if you work on SDL instead of Athens (remember Athens is an API) when we will change SDL for the next low level framework you will have to change. Stef On Mon, Jan 1, 2018 at 5:50 PM, Hilaire <[hidden email]> wrote: > Hi Stef, > > A complete port of the SDL capabilities > (http://wiki.libsdl.org/Introduction) will be super nice (audio) and > improved stability. > > For your students, the perspective on the game is likely 2 months, may be 6 > months; you know I have longer perspective - DrGeo was slowly developed and > crafted for 20 years; therefore stability on the code is very important for > me as I will have to work over long period. That's the reason I don't fell > at ease relying on many code layers. For your students, as the horizon is > counted in months it is a null consideration, not for me. Not to mention > there are uncertainty over this layers. Moreover these layers will make hard > to my student to understand what's going on, if they want to dig in. > > I am not sure how far will get me this reflexion, but for my students, I can > imagine different models of 2D games: board games, horizontal/vertical > scrolling games, isometric games. Each one can be optimized differently. > Banks of sprites and audio will be already there to get started the > students. The models will encapsulate SDL, as PyGame is doing, but still > easilly accessible. > > I imagine such an environment to rely only on two layers: SDL and spec, the > later if some dedicated user interface is needed for the game designer; but > a lot should happen in the class browser. > > I found this Python PyGame code bellow rather easy to understand. Will it be > possible to produce an equally understandable Smalltalk code with the layers > your are proposing? > > importsys,pygamepygame.init()size=width,height=320,240speed=[2,2]black=0,0,0screen=pygame.display.set_mode(size)ball=pygame.image.load("ball.bmp")ballrect=ball.get_rect()while1:foreventinpygame.event.get():ifevent.type==pygame.QUIT:sys.exit()ballrect=ballrect.move(speed)ifballrect.left<0orballrect.right>width:speed[0]=-speed[0]ifballrect.top<0orballrect.bottom>height:speed[1]=-speed[1]screen.fill(black)screen.blit(ball,ballrect)pygame.display.flip() > > > Hilaire > > Your time stamp bellow is a strike! ;) > vvvvvvvvvvvvvvvvvvvvvv > > Le 01/01/2018 à 00:00, Stephane Ducasse a écrit : >> >> Hi hilaire >> >> Some students at Prague are working on different 2D games with Bloc >> and this is working. >> Some did a sokoban, other a miner (check on pharo weekly). >> >> They use Bloc and I will ask them to make public their code. >> No need for SDL. SDL is ***low level***. >> >> Now modeling the board and proposing some abstractions that can be >> easily extended is difficult. >> and this is what lauraMaximilliano did in MetaBorg. >> >> It was on my todo to do a pass. I implemented a grid to help the >> design of board game. >> Now having direction/location can be good. >> >> What is interesting in the design of metaborg is that we do not test >> if an object can move to >> a place. We go to the place and the place pull the item. >> A wall will not pull for example while a empty slot will pull the item to >> move. >> >> I found it intriguing and I would like to know if this is working for >> more complex situation. >> >> Maximiliano implemented sokoban, tetris, snake, pacman with the same >> framwork. >> Now it is a bit abstract but an interesting experience. >> >> >> Stef >> >> On Sun, Dec 31, 2017 at 2:41 PM, Hilaire<[hidden email]> wrote: >>> >>> I am*exploring* if Pharo will be suitable to have a simple programming >>> environment to let kids write simple 2D games, SDL was designed for that. >>> >>> Some of my students asked me about programming games, Smalltalk way of >>> writing code will be neat, but the environment need to be accessible and >>> not >>> over engineered. >>> >>> >>> Le 30/12/2017 à 22:32, Stephane Ducasse a écrit : >>>> >>>> What kind of game are you targeting? Did you look at Bloc? Because to >>>> me this is the way to go except if you want just a canvas >>>> and reimplement your event loop. in that case SDL + Athens should work. >>> >>> -- >>> Dr. Geo >>> http://drgeo.eu >>> >>> >>> > > -- > Dr. Geo > http://drgeo.eu > > > |
In reply to this post by EstebanLM
- stability
- bloc - some sort of pretty cool and fast concurrent transactional object persistence :) > Hi everybody, > > This looks like a good moment of the year to ask all of you what would you want to see in Pharo next year. > Features, improvements, radical changes, etc…. whatever you want. > > Of course, this list will not be a roadmap and it does not means we will implement all of it (as always, time drives our possibilities), but is a good moment for us a a community to check where we are and where we wan to go next :) > > So, let’s those wishes come! > > cheers, > Esteban |
In reply to this post by EstebanLM
On 24 December 2017 at 00:58, Esteban Lorenzano <[hidden email]> wrote: Hi everybody, Small enhancement that arises as I'm trying to design a Morph, Initially forgetting which corner of the screen is 0@0, raises the idea that in the GTInspector Morph tab, showing the coordinates of the mouse as it tracks over the morph would be useful. Maybe this would be less useful for Morphic using absolute co-ordinates, but good for Bloc using relative co-ordinates (IIUC). cheers -ben |
In reply to this post by EstebanLM
On 24 December 2017 at 00:58, Esteban Lorenzano <[hidden email]> wrote: Hi everybody, IIUC, our continuous integration system really only checks that "new" error are not introduced. This seems of limited facility to encourage dealing with existing errors. So my wish is for... 1. TestRunner GUI results to be kept fault free. 2. Periodically scheduled human-driven reality check of [1.] cheers -ben |
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