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License: MIT License
Automatically exported from code.google.com/p/gqe
License: MIT License
GatorQue Engines (GQE) Mission ======= To create, as a community, the easiest and most extendable game engines that will run on all major platforms and provide the corner stone for game creation for all game genres through open-component based APIs and file formats. License ======= For license information, please see license.txt. Contact ======= For reporting bugs, feature requests, see the GoogleCode project listed below or contact the author. For donations, contact the author. Author(s) ========= Ryan Lindeman (GatorQue) <[email protected]> Source ====== Get a local copy of the gqe repository with this command: hg clone https://gqe.googlecode.com/hg/ gqe Browse online: http://code.google.com/p/gqe/source/browse/ WWW === http://code.google.com/p/gqe/ http://www.sfml-dev.org/wiki/en/tutoriels/gqe_en http://www.sfml-dev.org/wiki/en/sources/gqe_en Translations ============ I could use a french translator for the tutorial wiki on SFML's website: http://www.sfml-dev.org/wiki/en/tutoriels/gqe_en Building ======== Windows (MSVC command line) mkdir build cd build cmake -G "NMake Makefiles" .. nmake Windows (CodeBlocks/Mingw32) mkdir build cd build cmake -G "MinGW Makefiles" .. mingw32-make Linux/MacOS mkdir build cd build cmake -G "Unix Makefiles" .. make The libraries will be created in <build-folder>/lib The examples will be created in <build-folder>/examples The documentation will be created in <build-folder>/doc Packaging ========= To be added Who uses GQE (send me your links, I'll add your project here...) ================ Thanks ====== Laurent Gomila for SFML fixus971 for linux compiler fixes eXpl0it3r for recommendations
When working with a lot of diffrent assets you soon realise how unorganized the
whole thing is getting.
I noticed while developing a small game, with really not many assets, I ended
up with 11 images and one font file. If one now would go a step further and
develop a bigger game there could be hundreds of files.
The best way to resolve this issue is by creating one big file (or you could
also have multiple files), which contains all the tiny other files.
This could be a simple zip file or a selfwritten binary file.
Such a feature would be great for game development!
Original issue reported on code.google.com by [email protected]
on 18 Feb 2011 at 12:30
What steps will reproduce the problem?
1. Make a Prototype object.
2. Add or change a property of that prototype
3. Make an Instance of it.
What is the expected output? What do you see instead?
The instance should obtain the property and the value of the prototype. It just
receives the default value.
I'm not 100% sure why this happens. I think it has something to do with how
systems are added when making instances.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2012 at 9:11
What steps will reproduce the problem?
1. Try running on Mac or Linux.
What is the expected output? What do you see instead?
I expect to see a font load. I see 'Failed to load font "arial.ttf" (cannot
open resource)'.
What version of the product are you using? On what operating system?
ToT on MacOSX 10.6.7.
Please provide any additional information below.
Helvetica would be a good fallback for Mac. I think VeraSans is a good one for
Linux. If you find a good free font you could bundle with a game, that would
be even better.
Original issue reported on code.google.com by [email protected]
on 31 Mar 2011 at 7:56
ICollision class needs to provide better collision data.
For example:
The two entities.
Intersection rectangle.
Translation vector.
Translation normal?
Original issue reported on code.google.com by [email protected]
on 5 Jan 2013 at 3:23
To Reproduce:
1. Using visual studios 2008(I've been told its all Versions before 2010)
2. Build a project file with CMake.
3. Compile project.
Expected Output:
It should compile.
Output:
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) :
fatal error C1083: Cannot open include file: 'stdint.h': No such file or
directory
StringUtil.cpp
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) :
fatal error C1083: Cannot open include file: 'stdint.h': No such file or
directory
SplashState.cpp
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) :
fatal error C1083: Cannot open include file: 'stdint.h': No such file or
directory
MenuState.cpp
C:\Users\Jacob\Documents\CPP Project\GQE-v0_12pre\include\GQE/Config.hpp(135) :
fatal error C1083: Cannot open include file: 'stdint.h': No such file or
directory
StringLogger.cpp
...
System Info:
OS: Windows 7, 32 bit
Compiler: Visual Studios 2008
Libraries: SFML 1.6, GQE 0.12Pre
This problem can be fixed by downloaded and installing stdint.h your self but
that might not be the best solution.
Original issue reported on code.google.com by [email protected]
on 7 Oct 2011 at 4:40
What steps will reproduce the problem?
1. #include <direct.h> is not found on XCode 4.0.
2. Asset Manager uses an erase() function that is not available.
What is the expected output? What do you see instead?
It doesn't build at all.
What version of the product are you using? On what operating system?
I'm using XCode 4.0 on MacOSX 10.6.7 with 2 GiB of RAM.
Please provide any additional information below.
Where do I find the source of direct.h? Is it supposed to be a standard C
library? Is it supposed to be added in C++0x?
Original issue reported on code.google.com by [email protected]
on 24 Mar 2011 at 9:11
SFML 2.0 uses AsSeconds() instead of GetElapsedTime() for sf::Clock.
Throws compile error.
Using GQE 0.13 with SFML 2.0
Basically, in SFML 2.0 it needs to be AsSeconds(). Probably a simple fix, just
thought I would let you know.
Original issue reported on code.google.com by [email protected]
on 4 Feb 2012 at 3:17
At the moment GQE is not compatible with SFML 2rc and CMake 2.8.
But the fixes are rather small:
CMake - the set_option isn't a valid command anymore. Creating a macro does
solve this problem:
macro(set_option var default type docstring)
if(NOT DEFINED ${var})
set(${var} ${default})
endif()
set(${var} ${${var}} CACHE ${type} ${docstring} FORCE)
endmacro()
SFML's string class moved from the graphics package to the system package, thus
the new include path is now:
<SFML/System/String.hpp>
Original issue reported on code.google.com by [email protected]
on 20 Apr 2012 at 12:25
I think it was before and now again after the update for SFML 2.0, that one
gets a CMake error, when trying to compile the INSTALL project, although the
tictactoe games gets created and works!
The error is the following:
--------------------------------------------------------------------------
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: Der Befehl "setlocal
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: "C:\Programme\CMake 2.8\bin\cmake.exe" -DBUILD_TYPE=Debug -P
cmake_install.cmake
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: if %errorlevel% neq 0 goto :cmEnd
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: :cmEnd
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: :cmErrorLevel
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: exit /b %1
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: :cmDone
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: if %errorlevel% neq 0 goto :VCEnd
4>C:\Programme\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5):
error MSB3073: :VCEnd" wurde mit dem Code 1 beendet.
--------------------------------------------------------------------------
Since I don't know anything about CMake, I have no idea what the problem is...
Original issue reported on code.google.com by [email protected]
on 1 Sep 2011 at 8:31
What steps will reproduce the problem?
1. Make an app that will produce an assert.
2. Run the malformed app in release mode.
What is the expected output? What do you see instead?
Expected output: an assertion triggered an event.
What version of the product are you using? On what operating system?
ToT on MacOSX 10.6.7.
Please provide any additional information below.
Assertions only work in Debug mode by their nature. Real error messages to
stderr would be preferred and exiting the program would help also.
Original issue reported on code.google.com by [email protected]
on 31 Mar 2011 at 8:02
What steps will reproduce the problem?
Seting BUILD_EXAMPLES to TRUE
And build with:
mkdir build
cd build
cmake -G "Unix Makefiles" ..
make
What is the expected output? What do you see instead?
There are many Errors when linking. I think there are the imports of some
sfml-librarys missing. I have pasted the error mesages to pastbin.com. I hope
that's ok.
Error Messages: http://pastebin.com/SK3Mki1x
What version of the product are you using? On what operating system?
I'm using the zip package of gqe v0.5, Ubuntu 10.10 and G++ 4.4.5.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 5 Apr 2011 at 9:25
It would be nice if there would be an example, which shows how to use GQE. The
example should be a small game, for example Pong or Snake. Because the example
that comes with GQE in the moment isn't very helpful.
Original issue reported on code.google.com by [email protected]
on 2 Jul 2011 at 12:04
With the size of projects the number of loaded assets raises. It's already a
bit an effort to write all the code for the loading process, but that's not all
because at the end of a state all the loaded assets which won't be used any
further have to be removed, again with an other line of code for each asset.
So since we got a manager wouldn't it be nice if he could remove the assets
automaticly when called 'RemoveStateAssets()' or something like that?
Clearly it would affect the loading parameters, because you then would have to
declair if the asset will be used only in this state or also in others.
Original issue reported on code.google.com by [email protected]
on 14 Feb 2011 at 1:58
What steps will reproduce the problem?
1. mkdir build
2. cd build
3. cmake -G "Unix Makefiles" ..
What is the expected output? What do you see instead?
CMake Error at cmake/Modules/FindSFML.cmake:165 (message):
Could NOT find SFML (missing: SFML_AUDIO_LIBRARY SFML_GRAPHICS_LIBRARY
SFML_WINDOW_LIBRARY SFML_SYSTEM_LIBRARY)
Call Stack (most recent call first):
src/GQE/Core/CMakeLists.txt:55 (find_package)
What version of the product are you using? On what operating system?
GNU/Linux Mint 11.
Please provide any additional information below.
SFML 1.6 installed trough debian package system.
Original issue reported on code.google.com by [email protected]
on 26 Jun 2011 at 11:22
When trying to compile with mingw32, I am getting an error of strcasecmp not
being defined in this scope. I looked in string.h and it *is* there, so I am
not sure where the problem is.
Original issue reported on code.google.com by [email protected]
on 12 Dec 2011 at 6:28
I'm not sure anymore if you've intended to support the 2.0 versions, but I
mention it anyway.
Because there have been big API changes since v1.6 there is alot incompatible
code in the GQE.
- sf::Input has been removed and sf::Mouse, sf::Keyboard and sf::Joystick got
introduced.
- sf::Image got replaced by sf::Texture, exept for pixel-manipulation
- ...
A nearly complet list can be found in the offical forum.
(http://www.sfml-dev.org/forum/viewtopic.php?p=35091#35091)
Original issue reported on code.google.com by [email protected]
on 30 Aug 2011 at 12:06
What steps will reproduce the problem?
1.Build as usual with CMake.
2.Run make.
3.Fail spectacularly.
What is the expected output? What do you see instead?
It should compile. I see "fatal error: direct.h: No such file or directory
compilation terminated.
make[2]: ***
[CMakeFiles/TemplateProject.dir/TemplateProject/GQE/classes/App.cpp.o] Error 1
make[1]: *** [CMakeFiles/TemplateProject.dir/all] Error 2
make: *** [all] Error 2
"
What version of the product are you using? On what operating system?
Linux.
Please provide any additional information below.
Can you post when/if this will be implemented? Thanks!
PS love the engine so far =)
Original issue reported on code.google.com by [email protected]
on 2 May 2011 at 11:11
What steps will reproduce the problem?
Building gqe v0.5 on Ubuntu 10.10
What is the expected output? What do you see instead?
There is an error on Line 189 of AssetManager.cpp, and direct.h is missing
What version of the product are you using? On what operating system?
Ubuntu 10.10, G++ v4.4.5
Please provide any additional information below.
I have solved the problems by removing the direct.h include and replacing the
AssetManager.cpp file trough that one from the SFML-Wiki.
Original issue reported on code.google.com by [email protected]
on 3 Apr 2011 at 12:17
The functions GetFrames() and GetUpdates() only return the current frame- or
updatecount since it's last reset as a second was over.
Whith that information the user would then have to create again his own clocks
and synchronize them somehow with the StatManager clocks to be able to
calculate the FramePerSecond or UpdatesPerSecond rates.
But on the other hand StatManager does calculate the FPS and UPS every second,
so it actually could return those rates, even if they are not from the current
second, but from the last one.
With that said, it would be nice to have two functions in the StatManager,
which returns
a) the FPS
b) the UPS
The UPS is essential for calculating the next move of any moving object,
otherwise it would end up being dependend on the process power.
Original issue reported on code.google.com by [email protected]
on 14 Feb 2011 at 12:36
Sometimes the programmer would like to reset a state completly. In such a case
there for now three options and all of them aren't that nice.
a) Remove and reset all variables and class internally created and used by the
state.
b) Create a drop-back state, which creats automaticly a new state when the
first one is removed from the stack.
c) Just create a new state over the other one, leave all the allocated memory
in the stack/heap and remove all states at the end.
If there would be a function like 'ResetActiveState()', which unloads and
reloads the active state, that would be very helpfull in some situations.
Original issue reported on code.google.com by [email protected]
on 14 Feb 2011 at 1:50
Might I suggest a combination of your SFML-Proj and GQE downloads? Something
that would make it possible to get started with all of the cross platform SFML
libs and your wonderful GQE engine together. I just thought of that as I have
been going through and combining the different CMake files to create such a
project.
Original issue reported on code.google.com by [email protected]
on 1 Sep 2011 at 5:49
The log file helps in many ways to identify problems and is essential for
debugging and maybe also resolve crashes of self written games on PCs of users.
But the hard printout of all the errors is IMHO not necessary, so it would be
great to implment first of all a code-based switch and afterwards a
command-line switch, meaning that the user can call the game with a specific
parameter to turn the log output on or of.
Original issue reported on code.google.com by [email protected]
on 14 Feb 2011 at 12:43
When using the static SFML 2 builds with mingw x86, I was getting lots of
linker errors.
After searching a bit, I found the problem to be that the SFML libraries were
being linked in the wrong order. They were in window-system-graphics-audio,
where the correct order should be audio-graphics-window-system. I corrected
this in the attached src/GQE/Core/CMakeLists.txt file. It now linkes just fine
for me.
I would think this would have also affected all other compilers and
shared/static combinations, but I haven't tested it. Anyway, this fix shouldn't
break anything that was working.
Original issue reported on code.google.com by [email protected]
on 18 Dec 2011 at 8:59
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