Darkrose's Blog
Updates to Turious and TSDL
19th January 2010
By: Darkrose
Both Turious and TSDL have just been updated, although the Turious update is pretty much just to make it work with the new TSDL. However fullscreen mode has been disabled due to a bug in TSDL... this will be worked on soon.
What's new with TSDL?
The main blit to screen operations are now handled by opengl, this will eventually allow for TSDL to be used in 3D environments as well as 2D. The interface is still entirely SDL though, so it remains nice and simple to use, there's going to be some changes but keeping it simple is kind of important.
Frame rate limiting is actually working now; it had previously been disabled. This has dramatically reduced the CPU use (one test took it down from 99% on 2 cores to 80% on one). Frame rate effects both the blitting operations, and the event handling, however the two are still independent so slow blitting doesn't slow down the event handling.
A bug was fixed in the console widget, which occasionally caused a segmentation fault.
SDL and screen initialisation now takes place as part of tsdl_init() rather than being done outside the library as it was previously. This simplifies starting the game somewhat, and also gives TSDL a little more power in what it can do.
Overall it still needs work, but there's a big improvement.
What's new with TSDL?
The main blit to screen operations are now handled by opengl, this will eventually allow for TSDL to be used in 3D environments as well as 2D. The interface is still entirely SDL though, so it remains nice and simple to use, there's going to be some changes but keeping it simple is kind of important.
Frame rate limiting is actually working now; it had previously been disabled. This has dramatically reduced the CPU use (one test took it down from 99% on 2 cores to 80% on one). Frame rate effects both the blitting operations, and the event handling, however the two are still independent so slow blitting doesn't slow down the event handling.
A bug was fixed in the console widget, which occasionally caused a segmentation fault.
SDL and screen initialisation now takes place as part of tsdl_init() rather than being done outside the library as it was previously. This simplifies starting the game somewhat, and also gives TSDL a little more power in what it can do.
Overall it still needs work, but there's a big improvement.
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