4/9/2023 0 Comments Supertux crash boxesA big nitro can is a significant advantage and can justify taking a slightly longer trajectory. Northern Resort : I suggest moving the 2nd big nitro can to the outer edge of the curve instead of the inner edge.The following tracks exhibit item placements to improve : The standard replays often make use the current nitro placements, so for tracks where nitro is changed, the replay will have to be redone if he make use of the changed nitro. Some advantages gained is that it enables better font display with cyrillic like #2121, or even font selection support(does stk need?), if not too useless typing wildchar in stk input prompt support too.Īlso no more font addition is needed for each translation update when the code is ready.ĭo devs from stk like this idea? I can do further work on it if you like. *Note, I don't know if it's a problem with my linux font tool.Īnyway, instead of using font png, I tried something more ambitious - try using libfreetype instead. But the generated fonts are too large (~10 pics), I tried to load but Korean was display corruptly, why can't stk just load specific lang xml file? I see some related code comment out in scalable_font.cpp. The font tool doesn't work on linux,it can't auto remove unneeded chars (chinese for example), but it's easy to fix. I recently updated the chinese translations (both version), I want to test so I tried to regenerate the fonts, unfortunately some problems come out. Split big objects into smaller units, convert functions to be part of objects.Īs an example, I have already done some work on the shaders (previously one shader was distributed across three files: one for declaration, one for implementation, and one for usage - now all shaders are declared, implemented and used in one file (except for a few shared shaders).Īlso there is hardly any documentation for the system. More realistic would be do just to small refactoring steps. just designing a proper API to allow our new functionality to be used might not be easy). Ideally our graphics rendering engine would be combined into a stand-alone (irrlicht based) library, but the amount of effort is probably huge (e.g. Our new OpenGL is in a horrible state: I've found memory leaks, global variables (sometimes declared in the middle of different functions in one file), hardly anything follows our coding style, hardly any OO is used, and for example irr_driver (originally a thin interface between STK and irrlicht) is still O, but it is now a 'god object' anti-pattern with implementations in at least 5 different files(!), and over 7000 lines of code. Building from sourceīuilding instructions can be found in INSTALL.md GitHub The export utilities perform the needed transformation, so in Blender you just work with the XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously). The software is released under the GNU General Public License (GPL) which can be found in the file COPYING in the same directory as this file.Ī reminder for those who are looking at the code and 3D models: Ideally, you'll want a joystick with at least 6 buttons.You'll need at least 512 MB of free VRAM (video memory).You should have a dual-core CPU that's running at 1 GHz or faster.A graphics card capable of 3D rendering - NVIDIA GeForce 470 GTX, AMD Radeon 6870 HD series card or Intel HD Graphics 4000 and newer. To run SuperTuxKart, make sure that your computer's specifications are equal or higher than the following specifications: Latest release binaries can be found here, and preview release here. There is also our FAQ and information on how get in touch with the community. The SuperTuxKart homepage can be found at. Instructions can be found on the in-game help page. It focuses on fun and not on realistic kart physics.
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