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Cross-platform 2D game development library
  
  
  
  
    
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Updated Jun 12, 2008 by julianraschke
Labels: Featured
ToDo  
Gosu's mixup between a roadmap and a short-term to-do list.

ASAP

0.7.9.x

Features that COULD be pulled into the 0.7.x series without breaking compatibility to keep the step to 0.8.0 as small as possible; I'll try to implement those for which I see actual demand :)

0.8.0 (after a cleanup/documentation delay)

Major design goals for 0.8.x (graphics, polish)

Major design goals for 0.9.x (IO)

Major design goals for 1.x (perfection)


Comment by pistacchio, Aug 31, 2007

maybe it's just something too specifical, but i think there should be a way to manipulate pixels, like reading and writing them. it is essential for low-level gfx, hardmaps and so on. excellent work so far! uh.. also you cannot think about making games like worms or lemmings without a way to handle pixels..

one more thing: as you've found a good method to get keyboard input, why limit it to certain chars? it is a problem to have a decent per-character keyboard input (you have to struggle with (n)curses or highline and the like). i think extending the class to have a general button_down event that checks if any key has been hit and return which key it is, wouldn't be too hard to implement and would turn out to be soooo useful!

Comment by julianraschke, Sep 16, 2007

In C++, it is possible to change pixels by keeping around Bitmap objects and re-creating new Images from them. In Ruby, benchmarking needs to happen. Creating large craters with set_pixel would be slow (pi*r*r calls!). Using Rmagick would be slow. What's the better option? But it's interesting that this comes up so often.

I agree on your second point, and I find it embarrassing that 'popular' libraries such as the SDL do not provide real keyboard input (tried using dead keys with it?) - so this is the 'text input system' mentioned for the 0.7.x era. I want text input that's just as smooth as entering text into your favorite OS'es text boxes. It's not trivial though.

Thanks for the feedback! :)

Comment by julianraschke, Dec 27, 2007

(The post above was from before RMagick was integrated. See examples/RMagickIntegration.rb for an example of how to do/simulate image manipulation in Gosu.)

Comment by dagedv, Dec 28, 2007

Hi, I'm a big fan of Gosu !!!

Under the heading "ASAP" there is the item "testing on Vista". Gosu seems to work perfectly on my Vista machine. Anything in particular you want us to test ?

Comment by julianraschke, Dec 28, 2007

dagedy: Thanks, that's great news! :) I guess fullscreen is the most critical thing usually. I also hope to have Alt+Tab out of, and into Gosu games working in 0.7.9 (it doesn't even work under XP right now), so if that's in, feedback on whether that works would be very appreciated.

Comment by dagedv, Dec 29, 2007

Julian: Fullscreen seems to work fine on Vista ... with the exception of when you alt-tab to switch to another program. In this case Gosu is still fullscreen, with the windows task bar in front of it. If you then use the taskbar to switch to a program Gosu still remains in front (only Gosu and the windows taskbar is visible).

If Gosu is run in non-fullscreen mode everything seems to work perfectly.

Comment by j...@blankpad.net, Apr 18, 2008

I've got no idea how hard this would be to implement, but it would be nice to have support for multiple windows, which could allow some interesting features - multiple monitor support, and integration with GUI toolkits such as Cocoa and GTK being a couple.

Comment by julianraschke, Apr 18, 2008

Multiple Gosu::Window instances and integration with GUI toolkits don't have much to do with each other :) However, with multiple windows one could get around using another toolkit for things like a level editor. In C++ this is already possible, in Ruby I don't even really know a GUI toolkit. Maybe when I do I'll can take an educated guess at how useful this would be :)


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