No need for any apologies. This is the Internet! We’ve been properly trolled, now the flame war is over and we can continue onward.
Stupid KickStarter video, I hate it!
No need for any apologies. This is the Internet! We’ve been properly trolled, now the flame war is over and we can continue onward.
Stupid KickStarter video, I hate it!
Good luck with the KickStarter! I might back you guys it if I deem the video worthy of my money
imo libgdx is so great a very low yearly few of I dunno 5 bucks to be able to publish games using libgdx would hurt nobody and benefit the creators
with so many contributors the distribution would be problematic, but yeah, I dunno
That does make sense, and I was expecting the runtime to be somewhat larger than that. I’ll hopefully get a chance to try porting it to my runtime soon, and I’ll let you know how smoothly it goes. I think if you’re expecting people to use one runtime as a reference and port it then there’s probably quite a lot you can do in that runtime to make it easy to port. But you won’t notice until people start trying to do that, so we’ll see how it goes.
What kind of external features does the runtime need? Does it spit out things like drawQuad() to libgdx or does it create geometry and hand that off? Any other dependencies/libraries/functionality I should be aware of?
Cero, it’s hard to charge for OSS where many people contribute. It also turns off a lot of people. I think the lib would see quite a bit less usage if it wasn’t totally free.
For the libgdx runtime, here are the libgdx specific classes it uses…
For general utility and storing data: Matrix3, MathUtils, Array, ObjectMap, Color
For drawing: TextureAtlas, SpriteBatch
For binary loading: FileHandle, DataInput
For JSON loading: FileHandle, Json (which needs JsonWriter, JsonReader, and OrderedMap)
For most of those porting is as easy as copy/pasting into your project. You could skip the JSON loader and just use binary. You’d probably need to make changes for code that uses FileHandle and maybe Color. The biggest difference will be how you handle drawing.
Attachments are abstracted. A RegionAttachment has an SRT offset from the bone and a texture region. It computes vertices based on the bone it is attached to, then uses SpriteBatch to draw.
Probably more could be done to make it use less libgdx stuff so it is easier to port to other Java apps. It might make more sense to make an LWJGL runtime, but then I don’t know how many users would use that and Unity and cocos2d probably should get priority. I’m not totally sure how the runtime for those two will look, but if we can refactor things so the code remains similar for the different game toolkits that would be nice.
Updated the download to 0.88. It’s getting quite stable, only doing minor bug fixes and polish. Still slogging away, hope to be done soon!
I still can’t use it. Says I don’t have opengl drivers.
Which graphics card do you have ? and which OS are you running ?
He has Windows XP x86 5.1, Java 1.7.0_10, and (I think) an Nvidia NVS 300. I tried asking the LWJGL guys here but didn’t get much help. StumpyStrust, have you updated your drivers to the latest? I would really like to fix this, but I’m not sure there is anything else I can try.
Ah yes, I think I actually looked at what card that was at an earlier time, I wonder if the Nvidia quadro drivers are somehow wonky when it comes to LWJGL
I have exactly the same config here at work, and I have exactly the same exception.
I’m now using scene2d.ui for my game editor, so now I can tell a bit more: I have this exception only when using libgdx through the LwjglFrame. Using the LwjglApplication is working fine.
I tried to call Display.create(…) in LwjglGraphics.java ( with the debugger) with the exact same parameters as the ones I use for my game, and I got strange results: sometimes it worked and sometimes not …
Thanks deathpat, that helps. Damn, Spine really needs to use LwjglFrame. I wish I could reproduce it, it’s hard to fix otherwise.
I did a new Spine release, 0.89. I’ve updated LWJGL to the latest nightly and made a few small changes that likely don’t help, but maybe you can try again? Maybe that GPU is just too old or the drivers are broken…
Nice, thanks kappa. Updated Spine to 0.90 with this workaround. Any testers want to give her a whirl?
Givin is a whirl right now.
Nope still a no go.
On Win XP SP 3 with a GeFroce 250 GTS and latest drivers.
Everything I have done on libgdx so far works so… :cranky:
It works like a charm on my laptop that never uses its gpu so that is a +
StumpyStrust can you try downloading the nvidia opengl driver from https://developer.nvidia.com/opengl-driver please
I’ve been doing a bit of googling and have found a couple of interesting things, unfortunately none of which can be tested without being able to reproduce the problem myself. I wonder if its the combination of Nvidia and XP
Quoted for truth… I’ve done coding for a living, and honestly I can’t put in the hours on someone elses project like I can on my own… It’s just not the same.
-Pickle
Damn. Hmm. I’ve tried a different approach to waiting. I was blocking the EDT when waiting 1 second, now I set it free and try again after 1 second. If this doesn’t work, I’m afraid I’m at a loss. One last try, pretty please? :-* Updated download to 0.91 with this potential fix.