SPGL - any news?

Is there any news about when SPGL will be released?

Also what will be the general function of this library?

2d thign i know…

but an easier approach to lwjgl or what?

thanks.

Well, you really need Cas to give the official word on this. Regardless, I’ll give it a try - here’s a few bullet points about it:[]There will be no formal release of SPGL, in the near future at least (the next 6 months?).
[
]All SPGL code must be obtained via CVS - grab a CVS client and follow the instructions that SourceForge provide.
[]It is a technology testing ground. You are encouraged to examine the code to see at least one possible way to do things. You can then use SPGL directly, or learn from it and implement your own.
[
]The library may not compile at all at any particular point in time. It’s not a priority for it to be fully working as it’s not a “released” library.
[]There’s no documentation no speak of, only the code.
[
]The library deals with everything Cas needs (beyond LWJGL) to write games. It’s 2D, it’s 3D, it’s audio, it’s everything!
Hope that makes things a little clearer! Cas really should put up a readme somewhere…

okay, so it isnt stricktly a thing that sit on top of lwjgl… it more of a full blown engine?

Ah, no. It is a layer that sits on top of LWJGL. It provides a lot of higher-level functionality.

For example, in LWJGL/OpenGL you can draw textured quads to represent sprites on screen. However, Cas has written a lot of code to make this process easier and so SPGL has its own Sprite class and a sprite rendering engine to process and display sprites.

It’ll take some time to work out how his version works, and you run the risk of his solution not being compatible with either your current codebase or you future plans, but if it would work in your instance, it’ll save you a lot of time to use it. You spend some time and take a small risk, with the hope of saving more time than you’ve used.

Alternatively, don’t use it! Read it and learn from it, then write your own. Or make improvements and mail them back to Cas to see if he’ll integrate them. Or fork his codebase and go off on your own. You’re free to do anything you want, within the confines of the BSD licence.

so its like

C -> C++
lwjgl -> SPGL

SPGL is just my code playground. Everything I find useful and use over and over again I just stick in there and then you can all see it. Quite a bit of it is just a Java-distilled form of other bits of code I’ve found all over the place. Other bits are just big hacks for Alien Flux (like, right now, the sprite texture packer tool checks for files ending in _shadow and reduces them to half resolution, for example).

Just grab the bits you need and play around with them.

Cas :slight_smile:

cool thanks for the news…

ill be looking forward to its release.

I think you are missing the point, there won’t be a release, you use CVS to get the bits you want and incorporate them into your programs.

okay ic… its just like a cvs full of stuff u can have then…

yes no… maybe

'Srite. About half of Alien Flux is completely open sourced, and SPGL is a pretty big chunk of it. That’s why SPGL is such a mess :slight_smile: I just decided one day that I might as well share it with the world.

Cas :slight_smile:

hehe… i only posted on the blue background of this topic…

and cool about spgl