Skip to main content
↑
↓
Spherical forums
Community for the
Sphere game engine
New?
Contact Us
to register an account!
1 Hour
1 Day
1 Week
1 Month
Forever
Community
Help
Search
Recent Posts
Log in
Contact Us
News
Spherical
Facebook
-
Twitter
-
Discord chat
New?
Contact us
to register an account!
Sphere Development
Engine Development
neoSphere 5.10.0
previous
1
...
70
71
72
73
74
...
151
next
Print
Topic: neoSphere 5.10.0
(Read 1574349 times)
previous topic
-
next topic
0 Members and 56 Guests are viewing this topic.
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0rc6
Reply #1065
–
March 24, 2016, 12:35:16 pm
I'm finalizing building the binaries for minisphere 3.0.0 to be released on the 28th. If anyone has encountered any issues with the RC, now is the time to speak up.
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Radnen
Big Chungus
Posts: 1,440
Sphere Studio Developer
Logged
Senior Staff
Wise Warrior
Re: minisphere 3.0rc6
Reply #1066
–
March 24, 2016, 04:33:12 pm
I've been using this version and have not ran into any serious issues. I think I got it to crash once, but I haven't been able to reproduce it... I'll run stress tests later in the week and get back to you.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.
Sphere-sfml
here
Sphere Studio editor
here
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1067
–
March 27, 2016, 11:42:07 pm
minisphere 3.0 is finally out!
It's worth noting that this is minisphere's birthday - version 1.0, the first version to be almost fully compatible with Sphere 1.x, was released a year ago on this day, March 28. Such a momentous occasion warrants a momentous release, and minisphere 3.0 delivers! New in this release: The SSJ command-line debugger, TypeScript support, a fully documented miniRT, many,
many
undocumented bug fixes, and official support for Ubuntu Linux!
I decided at the last minute to bundle Sphere Studio in the (Windows) release after all. And a note to users of 3.0rc6: Download 3.0.0. As I suspected would happen, I had to make a few last-minute bug fixes before the release.
Anyway, go download minisphere 3.0.0 and have fun! See the OP for a list of breaking changes.
edit:
I forgot to mention, minisphere is also available on Ubuntu via PPA:
https://launchpad.net/~fatcerberus/+archive/ubuntu/minisphere
To install minisphere from PPA, open Terminal and run the following commands:
sudo add-apt-repository ppa:fatcerberus/minisphere
sudo apt-get update
sudo apt-get install minisphere
Last Edit
: March 28, 2016, 12:56:07 am by Lord English
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Eggbertx
High Poster
Posts: 352
Logged
Re: minisphere 3.0.0
Reply #1068
–
March 28, 2016, 04:34:55 pm
Just built 3.0 in Linux, and with few exceptions (like it segfaulting if you run it with a nonexistent folder as the game argument) it seems to be running perfectly.
My GitHub
QtSphere IDE, (eventually) the one Sphere IDE to rule them all
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1069
–
March 28, 2016, 04:35:56 pm
If you use
spherun
instead of
minisphere
it will run windowed by default since that's used for debugging where fullscreen is generally undesirable. This enables the debugger and other development features so there may be a slight performance hit, but it shouldn't be significant. Do note however that
spherun
is designed for command-line use and therefore requires a game path--it won't run the startup game automatically. What I can do for 3.0.1 is have the engine save the window/fullscreen state from the last run, perhaps per-game (spherun would still default to windowed). That wouldn't be too difficult to do.
I'll look into that segfault, thanks for testing.
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Eggbertx
High Poster
Posts: 352
Logged
Re: minisphere 3.0.0
Reply #1070
–
March 28, 2016, 04:44:41 pm
Oh alright, sounds good. Also, is it safe to add system scripts (say, from 1.6) to usr/share/system, as long as they don't conflict with the files already there, to provide compatibility with games already written for 1.6?
My GitHub
QtSphere IDE, (eventually) the one Sphere IDE to rule them all
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1071
–
March 28, 2016, 04:50:01 pm
Yeah, that should be perfectly fine to do--the only thing in there is Sphere 1.5 scripts, modern stuff like miniRT is placed elsewhere (in /usr/share/minisphere/commonjs). Just be aware that minisphere doesn't implement the full 1.6 API so depending on what the 1.6 scripts do, some things might not work.
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Eggbertx
High Poster
Posts: 352
Logged
Re: minisphere 3.0.0
Reply #1072
–
March 28, 2016, 04:56:16 pm
That's fine, I didn't use 1.6 much anyway. I guess I'll be using minisphere from now on, writing code with Visual Studio Code, doing images with GIMP (or the original editor), and spriteset and mapping stuff with the original editor as well.
My GitHub
QtSphere IDE, (eventually) the one Sphere IDE to rule them all
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1073
–
March 28, 2016, 04:58:09 pm
Make sure you test out SSJ at some point too. Sphere JS debugging = awesome.
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Eggbertx
High Poster
Posts: 352
Logged
Re: minisphere 3.0.0
Reply #1074
–
March 28, 2016, 05:05:15 pm
I've never really used built-in debugging tools, and have generally just gone with printf. For my imageboard server, I wrote a wrapper for the main printf function.
Code:
[Select]
printf(n int,format string,a ...interface{})
with 0 being startup and critical info/errors, 1 being warnings, and 2 being benchmarking and less important info.
My GitHub
QtSphere IDE, (eventually) the one Sphere IDE to rule them all
Eggbertx
High Poster
Posts: 352
Logged
Re: minisphere 3.0.0
Reply #1075
–
March 28, 2016, 05:07:26 pm
Oh, and n is a constant set by the Makefile
My GitHub
QtSphere IDE, (eventually) the one Sphere IDE to rule them all
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1076
–
March 28, 2016, 05:11:25 pm
You can do a lot with printf, it's true, but at some point it's just not enough. When I was using Sphere 1.5 to develop Specs, there were so many battle engine bugs I hit that took me hours to find even with strategically-placed Abort calls that would have taken literally 5 seconds to find with a debugger. In a simple codebase, instrumentation is enough, but once it gets complex enough a stepping debugger is very welcome. Particularly valuable is being able to walk up the callstack and see variables at each level, which is very difficult to emulate with prints.
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Eggbertx
High Poster
Posts: 352
Logged
Re: minisphere 3.0.0
Reply #1077
–
March 28, 2016, 05:15:02 pm
Ah, alright. I'll definitely look into that then.
Is there any way to set breakpoints without Sphere Studio, or does that not matter?
Oh wow, never mind, this is pretty neat
Last Edit
: March 28, 2016, 05:20:29 pm by Eggbert
My GitHub
QtSphere IDE, (eventually) the one Sphere IDE to rule them all
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1078
–
March 28, 2016, 05:17:38 pm
Yeah, "bp file:line" will set a breakpoint and give you its ID number which you can use later to clear it. Run "man ssj" on command line for a full list of commands (or just "help" in SSJ works too).
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
Fat Cerberus
Big Chungus
Posts: 2,777
*MUNCH*
Logged
Global Moderator
Sphere Developer
Re: minisphere 3.0.0
Reply #1079
–
March 29, 2016, 01:19:16 am
@Eggbert: I fixed that segfault you mentioned. I had done some last-minute refactoring to the display code to support letterboxing, and it seems I introduced a crash bug in the process. It will be fixed in 3.0.1.
neoSphere 5.10.0
-
neoSphere
engine -
Cell
compiler -
SSj
debugger
forum thread
|
on GitHub
previous
1
...
70
71
72
73
74
...
151
next
Print
Sphere Development
Engine Development
neoSphere 5.10.0