Hi,
> Hello gentildemon,
>
> Auria its not at vault. It's sad but I think the slowdown is the result
> of switching to the fixedpoint arithmetic for the calculations.
> Especially since I had to make the fixedpoint library use a 64 bit
> integer as backend to avoid overflows in some cases.
>
> A lo
Hi,
mac OS X binary uploaded to Gna
-- Auria
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Hi,
I uploaded a mac OS X package for Wormux 0.9.1 on Gna.
enjoy!
-- Auria
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Hi,
I uploaded the OS X binary for 0.9. I had no time to test it, but it
should be ok.
-- Auria
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Hi,
mac OS X version is ready and uploaded =)
-- Auria
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I tested it on mac and it did compile. Didn't test a networked game though.
-- Auria
2009/8/7
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>> Matthieu Fertr? a ?crit :
>>
>>
>>> Hey, I have just seen you have add the question about Fullscreen and OS X!
>>>
>>> Great thanks! I haven't thought about it!!
>>>
>>>
>> Render unto Caesar the things which are Caesar?s... I didn't, someone
>> else did (yekcim?)
>>
>>
Hi,
the mac OS X package is uploaded! :)
The download page will need to be updated
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I do know quite a bit about OpenGL and don't think there would be any
problem, maps can be splitted in tiles if necessary, etc...
I think though, that before thinking of a NEW render engine, an
intermadiate step would be necessary : modularisation. I actually
disagree with Yanning it can't be d
Hi,
as discussed, Plorf and me built a new OS X binary with the major crash
fixed.
--> http://download.gna.org/wormux/package/wormux-0.8-universal-3.dmg
I've updated the downlaods page, but there's some places I don't have
access, for instance the "direct download for your platform" link
_
> I'm not sure to know CMake better than you since I'm still not using it.
> Anyway, I'm trying to understand it and I discover in file CMakeLists.txt :
> # Project name
> PROJECT(Wormux)
> SET(WORMUX_MAJOR "0")
> SET(WORMUX_MINOR "8")
> SET(WORMUX_PATCH "svn")
> SET(VERSION "${WORMUX_MAJOR}.${WO
Hi,
as you might know Plorf and me are trying to use CMake to build the mac
version of wormux (since it's more flexible and easier than autotools so
easier to get where we want) and everything is working fine, except one
major problem : apparently, when building with CMake, the version number
As some of you might know (kurosu? ;), the build process on mac could be
a little long. When I wrote it, I said it was because of libxml++ which
had tons of dependencies. So, now that libxml++ was removed as a
dependency (great!), I played around with a new build system that would
be very quick
>> - check the conditions where a character is propelled by an explosion
>>
>
> To clarify this point: people are reporting that explosions often leave
> the character in place.
>
>
And as far as I know, it leaves them not only in place but also
undamaged. For instance, once a guy threw
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