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Messages - Flying Jester

1156
Engine Development / TurboSphere
Wow, it's nice to have some Spherical forums again!

For posterity:

About TurboSphere

TurboSphere is designed to resemble the Sphere RPG Engine. TurboSphere uses Mozilla SpiderMonkey for JavaScript compiling and execution. Graphics, audio, input, and various other functions available to scripts are provided via plugins. The default graphics plugin is hardware accelerated using OpenGL 3 or 4, and a script-based map engine that implements much of Sphere 1.5's API is included.

Why Use TurboSphere?

TurboSphere continues Sphere's legacy of providing massive power and functionality to script, while having a simple and effective API. It also continues Sphere's use of JavaScript, which is an easy to learn scripting language which can be used to easily code games.

TurboSphere does not attempt to duplicate the exact script functions of Sphere, although TurboSphere's functions are similar, and in general are intended to equal Sphere's.

In addition, TurboSphere boasts several improvements to the original Sphere RPG Engine. These include

- Extensible plugin interface
- No file system sandboxing
- Asynchronous rendering
- Generalized event-based input API
- Support for Mac OS X and Linux

Downloads


If you have Windows (or are using Linux and Wine), download this:
Latest Version, stable release.

Other Downloads:
TenguDev Turbosphere, older stable releases.
SourceForg site, unstable and source releases.

There are no compiled binary downloads anymore. I do not use Windows on a regular basis, and my OS X machine is heavily contaminated with development libraries. If someone wants, I can doctor up some OS X 10.10, FreeBSD amd64, Linux amd64 or arm6, or Solaris UltraSparc IIIi binaries for them.

The Github repo is the main source code repository:
https://github.com/FlyingJester/TurboSphere/

TurboSphere is expected to compile out of the box on Unix platforms with a 10.x release of Mesa or a modern Radeon or Nvidia graphics driver with OpenGL 4.x.

Resources

TurboSphere Function List
Guide to Making TurboSphere Plugins
TurboSphere Plugin Architecture Description


TurboSphere Function List
Introduction to Galileo drawing API

Is TurboSphere Cross Platform?

Yes. Sort of. It is largely cross platform, and all of its components should work on Windows, Linux, Mac OS X, FreeBSD, and Solaris. Additionally, it should work on 32 and 64 bit PC and Macs, as well as many other devices including ARM machines. However, it isn't tested very well anywhere but Mac OS X and Linux, and Linux testing could be better.

Highlights of Current Version

- Support for various gamepads, including XBox 360 controllers
- Partial Map Engine support
- Full audio support for sampled audio, no mod or midi
- Configurable game-function name and sgm file name
- Fast and flexible Galileo drawing API and scene graph
- Font, Windowstyle, Map, Spriteset, and Tileset support
1157
Game Development / Re: The Screenshot Thread
Hurray! Hold the Line 2! I really like the first game, I'm excited!
1158
Site Comments / Re: Spherical Wiki
About the wiki, would it be kosher for me to post some TurboSphere pages there? I have a couple articles written but only included in the TurboSphere internal docs w/ the source, too (moving from Sphere to TurboSphere, Differences, Writing Plugins, etc.) as well.


As far as I'm concerned, go ahead and put them on there. :)

Which articles? (Not like it matters much, all of them are useful.) Are they in HTML or wikisource? Might need to do some conversion there.


They are HTML. Definitely going to need to do a little conversion work, but that's no big deal. Most of them are about surfaces and the map engine, although there is a little of everything. I do have three (I think) tutorials as well.


For pre-1.5, say its version is 1.1; 1.5 is 1.5, 1.6 is 1.6, and 1.7 (however alpha or beta it may still be) is 1.7. TurboSphere will be considered a version, and any functions marked as such will only consider the latest working version of TurboSphere until TS actually reaches at least Sphere 1.5 parity, then those after that will have TurboSphere version numbers.

This sounds good to me, I think. You're saying that functions will be marked both for Sphere and TurboSphere, but only marked with a version for Sphere, and not have a 'version  introduced' tag for TurboSphere, right?

Also, once TS 1.0 (which should be on par with 1.5, or so I'm planning) is released I'll be moving to the X.Y version numbers for TS, too.
1159
Site Comments / Re: What about botters?

Are we protected from bot accounts? Already we have one: http://forums.spheredev.org/index.php?action=profile;u=7


That's not a bot, that's an actual user on RMN. I've even spoken to him on IRC.
1160
Site Comments / Re: Wiki
I have about thirty old pages from the wiki, if it would help.
1161
Spherical News / Re: Sphere on GitHub
I certainly would like to be a part of sphere-group on GitHub, but I don't have a GitHub account. I should really make one...
1162
Spherical News / Re: Welcome Back!!!
It is a little odd to see us all labelled as 'Newbie's, though. Oh well.
1163
Spherical News / Re: Welcome Back!!!
Yes, yes it does feel good to be back!

Long live Sphere! Long live Spherical!