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         Sdl Programming:     more books (23)
  1. Focus On SDL (The Premier Press Game Development Series) by Ernest Pazera, 2002-11-18
  2. Sdl '91: Evolving Methods : Proceedings of the Fifth Sdl Forum Glasgow, Scotland, Uk, 29 September-4 October, 1991 by 1991, Glasgow, Scotland) SDL Forum (5th, 1991-08
  3. Sdl '87: State of the Art and Future Trends : Proceedings of the Third Sdl Forum the Hague, the Netherlands, April 1987 by R. Saracco, 1987-10
  4. Systems Engineering with SDL: Developing Performance-Critical Communication Systems by Andreas Mitschele-Thiel, 2001-02-01
  5. SDL 2005: Model Driven: 12th International SDL Forum, Grimstad, Norway, June 20-23, 2005, Proceedings (Lecture Notes in Computer Science)
  6. Sdl '93: Using Objects : Proceedings of the Sixth Sdl Forum Darmstadt, Germany, 11-15 October, 1993 by Ove Faergemand, 1993-10
  7. Validation of Telecom Systems with SDL by Laurent Doldi, 2003-06-13
  8. SDL 2007: Design for Dependable Systems: 13th International SDL Forum, Paris, France, September 18-21, 2007, Proceedings (Lecture Notes in Computer Science)
  9. Sdl '99
  10. Telecommunications and beyond: The Broader Applicability of SDL and MSC: Third International Workshop, SAM 2002, Aberystwyth, UK, June 24-26, 2002. Revised Papers (Lecture Notes in Computer Science)
  11. SDL '95 with MSC in CASE
  12. SDL 2003: System Design: 11th International SDL Forum, Stuttgart, Germany, July 1-4, 2003, Proceedings (Lecture Notes in Computer Science)
  13. Telecommunications and beyond: The Broader Applicability of SDL and MSC: Third International Workshop, SAM 2002, Aberystwyth, UK, June 24-26, 2002. Revised Papers (Lecture Notes in Computer Science)
  14. SDL '97: Time for Testing

81. [Gimp-user] Sdl Game Programming
Gimpuser sdl game programming. Markus JR revenger@shell.dnload.comFri, 1 Feb 2002 011312 +0100 Next message Gimp-user Importing
http://lists.xcf.berkeley.edu/lists/gimp-user/2002-February/004175.html
[Gimp-user] sdl game programming
Markus J. R. revenger@shell.dnload.com
Fri, 1 Feb 2002 01:13:12 +0100 hey, i want to develop a nice linux 2d sdl game with some people, I am just looking for some more interested people who would like to create some nice gfx images. we started up a small irc channel on irc.lilofree.net (#insanity) revenger

82. Freshmeat.net: Book Reviews - Programming Linux Games
the author s, I don t think programming directly to the Linux framebuffer deviceis something aspiring game developers should be encouraged to do. sdl has the
http://freshmeat.net/articles/view/310/
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[Article]
... [Article]
Programming Linux Games

by Peter Henningsen , in Book Reviews - Saturday, October 20th 2001 00:00 PDT I really enjoyed reading this book. John "Overcode" Hall obviously likes playing and programming games, and his enthusiasm is contagious. His book is both an entertaining read and a useful tutorial and reference for people who want to do game programming on Linux. All reader-contributed material on freshmeat.net is the property and responsibility of its author; for reprint rights, please contact the author directly. Title: Programming Linux Games Author: Loki Software Inc. with John R. Hall Publisher: No Starch Press Purchase URL: http://www.nostarch.com/plg.htm The book is aimed at people who know how to work with Linux and who can program in C, and it wants to be of interest to everyone meeting these criteria, whether they're absolute beginners in game programming or professionally porting games to Linux. This is a bit strange; while the first two chapters are spent explaining the difference between game genres and introducing gcc make gdb , and CVS (with a specific slant to what game programmers need to know), later in the book, we get chapters on low-level audio programming and programming directly to the Linux framebuffer. This is useful for people who program game libraries or port commercial games, but rather useless for people who just want to write their own computer games as efficiently as possible.

83. [Gimp-user] Sdl Game Programming

http://www.mail-archive.com/gimp-user@lists.xcf.berkeley.edu/msg00911.html
gimp-user
Chronological Find Thread
[Gimp-user] sdl game programming
  • From: Markus J. R.
  • Subject: [Gimp-user] sdl game programming
  • Date: Thu, 31 Jan 2002 15:57:22 -0800
http://lists.xcf.berkeley.edu/mailman/listinfo/gimp-user
  • [Gimp-user] sdl game programming Markus J. R.

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84. Fast Event Library Documentation
time. The thread4.c program gives an example of how to use these functionsin an sdl program. Linux, Windows, and MacOS. There are
http://www.gameprogrammer.com/fastevents/fastevents2.html
You know you want to
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Fast Event Library Documentation
Bob Pendleton Download Source in .tar.gz
Download Source in .zip

Download Test Programs:
thread1.c

thread2.c

thread3.c

thread4.c
... Part1: Fast Event Processing in SDL The obvious next step in a story like this one is to take the test code and turn it into a general purpose library. So, I did. The library is very small and has the name of FastEvents. You can download the complete library along with a GNU/Linux makefile file and a test application using the links at the top of the page. The functions in the fast events library fall in two distinct groups, the first group, , and are house keeping functions used to start and stop the library and report errors generated by the library. The second class of functions are a direct replacement for the SDL functions , and . In your program if you use these SDL functions you can not also use the fast event library functions and vice versa. It is also not permitted to use with the fast event library. But, then using any kind of peep events function is a bad idea at any time.

85. Tille's Homepage
The most basic sdl program. The make info files. Compiling your sdl program. Putthe Makefile in the same directory as the startsdl.c file, and run make.
http://tille.soti.org/training/sdl/sdlstart.php
Tille's Site
/etc /net /opt /proc
The most basic SDL program
Before starting on this, you should read a bit in and read the tutorials that can be found at libsdl.org
The C program
Time to take out your favorite editor! Information about the functions can be found in any SDL tutorial. You need to activate and properly shutdown the SDL system. You have to specify which SDL subsystem you are going to use in your program. If you don't do this, it won't compile (not enough arguments). So we specify the CD-ROM subsystem, on which we are going to build the next exercise. We're not going to use that subsystem in this first test, this is just to see that you can compile an SDL program. The SDL_GetError function is defined in the file SDL_error.h in /usr/include/SDL/ . We do not need to refer to this file, because our program will include /usr/include/SDL/SDL.h , which contains references to the SDL_error.h file and all the other files in /usr/include/SDL/ Another thing that I found very disturbing is that in the docs you will sometimes see the expression , and in other places atexit(SDL_Quit) . Turns out that atexit is sort of a C builtin command, that everybody knows about, but that was not discussed in the books I was told to read. We will use the

86. Adas' Linux Game Programming
The summary for this Japanese page contains characters that cannot be correctly displayed in this language/character set.
http://www.geocities.co.jp/Berkeley/2093/lj.html
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87. Vesta SDL Programmer's Reference
Evaluating a Vesta sdl program can be thought of as analogous to running make(although sdl is much more powerful than make s description language).
http://www.vestasys.org/doc/sdl-ref/
Vesta SDL Programmer's Reference
Introduction
The Vesta System Description Language is a functional programming language used to define the instructions for the automated processing of source files through a series of tools (i.e. building a program from source code). Evaluating a Vesta SDL program can be thought of as analogous to running make (although SDL is much more powerful than make 's description language). This document is a tutorial and reference for the Vesta SDL. It's intended to make it a little easier for people new to the languag to get started than the documentation provided in the language specification
Sections
  • About the Guide - A little history, and a few caveats. (It's short, and you should really read it.) Explanatory Dialogues - These sections will take you through certain aspects of the language and how it is used.
      Walkthrough - Probably the best place to start. Gets your feet wet with a few Vesta evaluator models. Bridge Dissection - Look inside a simple bridge. Both its structure and how it works are described in detail.
    Reference - These sections describe the language in detail.

88. FAQTs - Knowledge Base - Faqts : Computers : Programming : Languages : Sdl
My Recent Searches All of FAQTs, FAQTs repaired updated! Thanksfor your patience
http://www.faqts.com/knowledge_base/index.phtml/fid/1432
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89. What Is Program? - A Word Definition From The Webopedia Computer Dictionary
For internet.com pages about program . Hoover s sdl plc Company Research Findinformation on sdl plc with operations and products, financials, officers
http://www.webopedia.com/TERM/S/program.html
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program Last modified: Wednesday, February 12, 2003 (n) An organized list of instructions that, when executed , causes the computer to behave in a predetermined manner. Without programs, computers are useless. A program is like a recipe. It contains a list of ingredients (called variables ) and a list of directions (called statements ) that tell the computer what to do with the variables. The variables can represent numeric data text , or graphical images. There are many programming languages C C++ Pascal ... COBOL , and LISP are just a few. These are all

90. Community For Software Engineers
1993) is an important means to express parallelism a short introduction of sdl isgiven together with some functions which help to execute an sdl program on a
http://www.software-engineer.org/article_read.php?article_id=20000771

91. POV-Ray: Newsgroups: Povray.programming: Extending The #read Directive
friendly. Reading a mesh2 file through individual strings with an SDLprogram on the other hand would be extremely slow. Christoph
http://news.povray.org/povray.programming/thread/<3eba4751@news.povray.org>/
Groups Digests Post Message Personalise ... povray.programming : Extending the #read directive Server Time: 11 Jun 2004 23:47:16 GMT Extending the #read directive (Message 1 to 10 of 15) Goto Latest 10 Messages From: Hugo Asm
Subject: Extending the #read directive
Date: 8 May 2003 12:02:25
Message:
Post a reply to this message
(BETA TESTING) From: ABX
Subject: Re: Extending the #read directive
Date: 8 May 2003 12:10:04
Message:
On Thu, 8 May 2003 14:02:27 +0200, "Hugo Asm" <huas [at] post3 tele
Post a reply to this message
(BETA TESTING) From: Hugo Asm
Subject: Re: Extending the #read directive Date: 8 May 2003 12:24:17 Message: You mean, it's not platform independant? At least this is the only hinderness I can think of. If this is what you mean, either a conversion is needed for certain characters, or such characters need to be removed. If this is troublesome, perhaps the user can make 3 branches of code in SDL to compensate for different operating systems. Then SDL should probably have a build-in variable that tells what system the computer is running. Regards, Hugo Post a reply to this message (BETA TESTING) From: Christoph Hormann Subject: Re: Extending the #read directive Date: 8 May 2003 12:40:17 Message: Hugo Asm wrote: are usually a bad idea because they tend to contain a specific suggestion for a feature although this often does not make sense. You should better tell what you are trying to achieve and not what you think is the best way to achieve it. Christoph POV-Ray tutorials, include files, Sim-POV, HCR-Edit and more:

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