once I see a single program's source that uses it, I'm sure I'll immediately understand, since you're saying it's just a few lines.
You can find a games on the internet, or you can read the manual, the rest is just Allegro, what I wrote above naturally is just to explain how you can compile it, use it and improve it.
Edited by LiveForIt on 2015/2/27 20:44:02 Edited by LiveForIt on 2015/2/27 21:15:15
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
AmiDarkEngine changed its name into ASourceEngine and it will be AmigaOS4 only. AmiDarkEngine is not discontinuted but it is under development and it will be 100% AmigaOS (so Intuition and no more stuff like GLUT and so on..)
There is not a lot I can do about mplayer, we need gallium rally, or hardware accelerated video decoding.
Experimenting on mplayer take huge amount of time, development, testing, answering, questions, and giving feedback, and at some point, I need a break from it. I just one man working on it, and now I'm back to working full time again. So my time is limited again.
Edited by LiveForIt on 2015/10/20 22:03:32
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
I originally assumed that you were porting Allegro 5, but I now see that your creating a from-scratch reimplementation. Nice.
Quote:
Yes Allegro5, needs a lot of work, I'm hoping more developers help out, that’s my motivation for having it open source.
Have you had much interest from other developers to help out? If not, you might get more once you have a few demos/games working with it.
BTW, is there a website listing games that use Allegro 5? I couldn't find one. I did find a website listing Allegro games, but it didn't indicate which version of Allegro any of the listed games used.
I originally assumed that you were porting Allegro 5, but I now see that your creating a from-scratch reimplementation. Nice.
More fun that way.
No point in importing unnecessary Linux dependency's. Allegro is supposed to just get you from A to B, provide a easy to code API. AmigaOS has most what you need to make game, but Allegro provided cross platform support, so most of it can be simply mapped to AmigaOS functions.
Quote:
BTW, is there a website listing games that use Allegro 5?
Yes on the menu to left, you find game category's under Projects.
You might get more once you have a few demos/games working with it.
It takes a lot of time to make quality games, whatever API you pick. The games we are worked has mostly been worked on once or twice in a year, in cooperation with a friend of my.
The games are progressing slowly because, we do it when he has some time, as he is doing artwork I am letting him decide most stuff as he is the one mostly interested in making games.
The idea was originally he was going to learn C++, but that has not happened, so I'm mostly doing the coding, and building the foundation.
Basic stuff like spawn points, monsters, physics, tiles editor, and so on.
Edited by LiveForIt on 2015/10/27 21:41:19 Edited by LiveForIt on 2015/10/27 22:05:25 Edited by LiveForIt on 2015/10/27 22:18:28 Edited by LiveForIt on 2015/10/27 22:24:30 Edited by LiveForIt on 2015/10/27 22:25:17 Edited by LiveForIt on 2015/10/27 22:32:37
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
The project was never really about, porting allegro5, its was more about making game that was able compile on windows and AmigaOS4. So project stopped when I stopped working on that game.
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
Maybe, but imho we should do something like we did with SDL2. On github with people that merge the official changes. (or better merge the changes to the official repo)
If i remember correctly, IamSonic had tried to get his hands on it, but he stopped quite soon for an issue that caused the CPU to be always at 100% making things almost unusable
yes. If you launch an Allegro Game than the CPU load will be immediately 100% correct, but they are usable. Anyway i would expect that those games run smoothly at 60 fps on a 60 Hz Screen. Especially on an X5000. As the X5000 is the only OS4 Machine i currently own, i cannot say if this problem occurs also on other OS4 Machines. Some time ago i investigated this issue but without any reasonable results. I still don't know how to debug things on OS4 in terms of perfomance. I asked for some help on
I added support for joypads and enabled the FPS Counter by default
This archive containts also a liballegro.so (whis is pretty much the same as the one on OS4Depot). Shame on me... i should finaly start using (s)git on OS4 to see what i did/tried :)
Yes i can reproduce the same 100% CPU on my Sam440 .. will try now with Paradroid
Don't know if same problem could be reproduced also on other plaforms, but on Aminet there is a source code for the MorphOS version that is based to the same source code of OS4, though it could be used as a reference ? Did a quick compare of the same function in atimer.c file, but both functions look almost identical except for the "IExec" used in OS4
MorphOS
Quote:
for ( ; ; ) { Signal = Wait(ThreadSignal | TimerSignal);
if (Signal & ThreadSignal) { break; }
AmigaOS4
Quote:
for ( ; ; ) { Signal = IExec->Wait(ThreadSignal | TimerSignal);