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    <title>Gosu Forums - Extending Gosu</title>
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    <lastBuildDate>Fri, 10 May 2013 22:00:04 GMT</lastBuildDate>
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      <title>Antialiasing in Gosu</title>
      <author>carno</author>
      <pubDate>Fri, 10 May 2013 17:58:26 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[You are probably right. I just think it would look more consistent, it&#39;s not that it looks bad it&#39;s that it looks so different when they align perfectly.]]>
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      <title>Antialiasing in Gosu</title>
      <author>jlnr</author>
      <pubDate>Fri, 10 May 2013 13:53:08 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Would rotated sprites with FSAA look any different than they do now? I would expect that only a higher image resolution helps with that :)]]>
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      <title>Antialiasing in Gosu</title>
      <author>carno</author>
      <pubDate>Fri, 10 May 2013 04:10:47 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Having FSAA would be great. I think a lot of games could benefit from it or other solutions, the softness of rotated sprites is a little offputting.]]>
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      <title>Antialiasing in Gosu</title>
      <author>Spooner</author>
      <pubDate>Thu, 09 May 2013 23:53:25 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I had a go at a FXAA shader in Ashton, but it didn&#39;t look good ;)]]>
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      <title>Antialiasing in Gosu</title>
      <author>jlnr</author>
      <pubDate>Thu, 09 May 2013 03:45:43 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I have a personal To Do item for FSAA support in Gosu. If you are interested in seeing it advance, I recommend filing a github ticket with more information :) Most Gosu games would not benefit too much because they only use images.<br/><br/>As a workaround, you can use images to replace <code>draw_line</code>, which I recommend anyway. Driver support can be an issue, and on the new Retina Macs they will look anaemic because of the doubled resolution. :)]]>
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      <title>Antialiasing in Gosu</title>
      <author>Dahrkael</author>
      <pubDate>Wed, 08 May 2013 12:08:55 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[you can use <code>Gosu::enable_undocumented_retrofication</code><br/>I think thats the name of the function, or something similar, to keep the aliasing out]]>
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      <title>Antialiasing in Gosu</title>
      <author>carno</author>
      <pubDate>Wed, 08 May 2013 02:06:18 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Hi everyone, I&#39;m not an expert on the subject so I&#39;m sorry if this doesn&#39; make much sense.<br/><br/>I&#39;m playing with gosu + opengl gem but currently everything on my scene looks very aliased:<br/>- I know I can enable GL_LINE_SMOOTH to make the lines a bit better but still the rest of the scene looks bad<br/>- The textures are low res on purpose so making them smooth would make them blurry I want to have some nice and crisp borders on my textures but currently they look weird.<br/>- Reading online it seems that I need to pass some specific parameters on the creation context to get some fullscreen antialiasing. Is there any way to do that with Gosu? I&#39;m currently calling the gl {} method<br/><br/>[<a href='http://i.imgur.com/9Qr7Psg.jpg'>http://i.imgur.com/9Qr7Psg.jpg</a>]]]>
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      <title>Okami ruby objects wrapping Gosu</title>
      <author>arrow</author>
      <pubDate>Tue, 16 Apr 2013 15:21:11 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I just found out there&#39;s Ludum Dare next weekend, so I&#39;m planning on participating using Gosu and Okami.]]>
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      <title>Okami ruby objects wrapping Gosu</title>
      <author>arrow</author>
      <pubDate>Sun, 07 Apr 2013 23:28:51 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[<b>Edit: I&#39;ve changed the structure of the gem and written small isolated examples</b><br/><br/>Okami is just a few ruby objects wrapping Gosu.<br/>I&#39;ve ben using it for my small projects and everytime I want to play around with gosu, but I&#39;ve ben too lazy too clean it up or write proper documentation. I&#39;ve cleaned it up and gemified it.<br/><br/>I doesn&#39;t organize your game logic in any particular way, I&#39;m trying to keep the structure similar to Gosu. One of the reasons I created this was also aesthetics because I found it more pleasing to use symbols for input and hiding the $window global. <br/><br/>Example of Okami input:<br/><code><br/>Okami::Mouse.x<br/>Okami::Mouse.y<br/>Okami::Mouse.show<br/>Okami::Mouse.hide<br/>Okami::Mouse.visible = false<br/>Okami::Mouse.onscreen?<br/>Okami::Mouse.key_down? :left<br/>Okami::Keyboard.key_down? :left<br/>Okami::Keyboard.any_key_down? :q, :escape, :return<br/>Okami::Keyboard.add_key_down_listener method(:key_down)<br/>Okami::Keyboard.add_key_up_listener method(:key_up)<br/>Okami::Mouse.add_key_down_listener method(:mouse_down)<br/>Okami::Mouse.add_key_up_listener method(:mouse_up)<br/></code><br/><br/>There&#39;s also caching of images and animated sprites<br/><br/><code><br/>Okami::Image.load_path = &quot;path/to/images/&quot;<br/>@images = Okami::ImageTilesCache[image_path, tile_width, tile_height]<br/>@sprite = Okami::Sprite.new images: @images, fps: 30, animation_mode: :loop<br/>@sprite.x = 20<br/>@sprite.y = 20<br/>@sprite.alpha = 0.5<br/>@sprite.degrees = 45<br/></code><br/><br/><a class='url' href='https://rubygems.org/gems/okami'>https://rubygems.org/gems/okami</a><br/><a class='url' href='https://github.com/Aerotune/Okami'>https://github.com/Aerotune/Okami</a>]]>
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      <title>Help with Jruby</title>
      <author>jlnr</author>
      <pubDate>Thu, 04 Apr 2013 14:54:50 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Ouch. That&#39;s bad news!<br/><br/>The SWIG file is not entirely language-neutral: The RubyGosu.swg file contains some Ruby C API code that throws around <code>VALUE</code>s. After that, I patch the resulting <code>cxx</code> file to work around a really old bug in SWIG. And THEN I still patch lots of stuff in pure Ruby :)<br/><br/>If SWIG&#39;s Java output is of the same quality, then that would be theoretically possible, but it might not be much more fun than hand-writing a wrapper around Gosu...]]>
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      <title>Help with Jruby</title>
      <author>pete_mw</author>
      <pubDate>Thu, 04 Apr 2013 14:25:47 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Sorry for posting on an old thread, but I think this is probably the best place to put this since it&#39;s still on the first page.<br/><br/>As of JRuby 1.7, native extension support is disabled by default, and it will be removed in future. So getting Gosu running on JRuby is not going to happen this way.<br/><br/>SWIG can generate bindings to Java, however, so in theory, it may be possible to create a Java version of Gosu and then access it using JRuby. I don&#39;t know whether or not anyone has tried this or how far they got.]]>
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      <title>Help with Jruby</title>
      <author>jlnr</author>
      <pubDate>Thu, 24 Jan 2013 07:08:00 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I know next to nothing about either JRuby or building C extensions on Windows :) So this is probably more of a question for a JRuby board... and once simple C extensions work, I can help with getting Gosu to work (or at least give it a try).]]>
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      <link>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=6483</link>
      <title>Help with Jruby</title>
      <author>onnoowl</author>
      <pubDate>Thu, 24 Jan 2013 00:38:28 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Rather unfortunately, i got quite a similar error when trying to install texplay... <br/>Is there something wrong with my jruby installation?<br/>I got the windows installer, ran it, and added it to my path.<br/>The only odd thing is i followed some advice that one of the errors gave me...<br/>It told me to run something like this:<br/><b><code>set JRUBY_OPTS=-Xcext.enabled=true</code></b><br/><br/>Anyways, this is what i got from installing texplay:<br/><code><b>jgem install texplay</b></code><br/><code>Building native extensions.&#160; This could take a while...<br/>ERROR:&#160; Error installing texplay:<br/>&#160; &#160; &#160; &#160; ERROR: Failed to build gem native extension.<br/><br/>&#160; &#160; &#160; &#160; c:/jruby-1.7.2/bin/jruby.exe extconf.rb<br/>The Gosu gem requires some libraries to be installed system-wide.<br/>See the following site for a list:<br/><a class='url' href='https://github.com/jlnr/gosu/wiki/Getting-Started-on-Linux'>https://github.com/jlnr/gosu/wiki/Getting-Started-on-Linux</a><br/><br/>c:/jruby-1.7.2/lib/ruby/shared/mkmf.rb:14: Use RbConfig instead of obsolete and<br/>deprecated Config.<br/>Errno::ENOENT: No such file or directory - uname<br/>&#160; &#160; &#160;&#160; <code> at file:/C:/jruby-1.7.2/lib/jruby.jar!/jruby/kernel/jruby/process_manag<br/>er.rb:24<br/>&#160; &#160; &#160;&#160; </code> at file:/C:/jruby-1.7.2/lib/jruby.jar!/jruby/kernel/jruby/process_manag<br/>er.rb:49<br/>&#160; (root) at extconf.rb:66<br/>*** extconf.rb failed ***<br/>Could not create Makefile due to some reason, probably lack of<br/>necessary libraries and/or headers.&#160; Check the mkmf.log file for more<br/>details.&#160; You may need configuration options.<br/><br/>Provided configuration options:<br/>&#160; &#160; &#160; &#160; --with-opt-dir<br/>&#160; &#160; &#160; &#160; --without-opt-dir<br/>&#160; &#160; &#160; &#160; --with-opt-include<br/>&#160; &#160; &#160; &#160; --without-opt-include=${opt-dir}/include<br/>&#160; &#160; &#160; &#160; --with-opt-lib<br/>&#160; &#160; &#160; &#160; --without-opt-lib=${opt-dir}/lib<br/>&#160; &#160; &#160; &#160; --with-make-prog<br/>&#160; &#160; &#160; &#160; --without-make-prog<br/>&#160; &#160; &#160; &#160; --srcdir=.<br/>&#160; &#160; &#160; &#160; --curdir<br/>&#160; &#160; &#160; &#160; --ruby=c:/jruby-1.7.2/bin/jruby<br/><br/>Gem files will remain installed in c:/jruby-1.7.2/lib/ruby/gems/shared/gems/gosu<br/>-0.7.45 for inspection.<br/>Results logged to c:/jruby-1.7.2/lib/ruby/gems/shared/gems/gosu-0.7.45/linux/gem<br/>_make.out</code>]]>
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      <title>Help with Jruby</title>
      <author>jlnr</author>
      <pubDate>Wed, 23 Jan 2013 15:03:22 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[The only Gosu gem that works on Windows is the precompiled gem for Ruby 1.8/1.9 (MRI). The gem you are trying to install is the source code gem, which does not contain source files for Windows (only Linux and OS X).<br/><br/>Further, it seems that your installation of JRuby cannot handle source code gems at all. Can you please try installing other binary gems like <code>texplay</code> or <code>chipmunk</code>? If these indeed work, I can build a gem for you that may or may not work with JRuby.]]>
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      <title>Help with Jruby</title>
      <author>onnoowl</author>
      <pubDate>Wed, 23 Jan 2013 13:12:11 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Hello, I&#39;m trying to get gosu working on jruby. It does not seem to be working.<br/>This is what happens:<br/><br/>I run the command: <code>jgem install gosu</code><br/><br/><code>Building native extensions.&#160; This could take a while...<br/>ERROR:&#160; Error installing gosu:<br/>&#160; &#160; &#160; &#160; ERROR: Failed to build gem native extension.<br/><br/>&#160; &#160; &#160; &#160; c:/jruby-1.7.2/bin/jruby.exe extconf.rb<br/>The Gosu gem requires some libraries to be installed system-wide.<br/>See the following site for a list:<br/><a class='url' href='https://github.com/jlnr/gosu/wiki/Getting-Started-on-Linux'>https://github.com/jlnr/gosu/wiki/Getting-Started-on-Linux</a><br/><br/>c:/jruby-1.7.2/lib/ruby/shared/mkmf.rb:14: Use RbConfig instead of obsolete and<br/>deprecated Config.<br/>Errno::ENOENT: No such file or directory - uname<br/>&#160; &#160; &#160;&#160; <code> at file:/C:/jruby-1.7.2/lib/jruby.jar!/jruby/kernel/jruby/process_manag<br/>er.rb:24<br/>&#160; &#160; &#160;&#160; </code> at file:/C:/jruby-1.7.2/lib/jruby.jar!/jruby/kernel/jruby/process_manag<br/>er.rb:49<br/>&#160; (root) at extconf.rb:66<br/>*** extconf.rb failed ***<br/>Could not create Makefile due to some reason, probably lack of<br/>necessary libraries and/or headers.&#160; Check the mkmf.log file for more<br/>details.&#160; You may need configuration options.<br/><br/>Provided configuration options:<br/>&#160; &#160; &#160; &#160; --with-opt-dir<br/>&#160; &#160; &#160; &#160; --without-opt-dir<br/>&#160; &#160; &#160; &#160; --with-opt-include<br/>&#160; &#160; &#160; &#160; --without-opt-include=${opt-dir}/include<br/>&#160; &#160; &#160; &#160; --with-opt-lib<br/>&#160; &#160; &#160; &#160; --without-opt-lib=${opt-dir}/lib<br/>&#160; &#160; &#160; &#160; --with-make-prog<br/>&#160; &#160; &#160; &#160; --without-make-prog<br/>&#160; &#160; &#160; &#160; --srcdir=.<br/>&#160; &#160; &#160; &#160; --curdir<br/>&#160; &#160; &#160; &#160; --ruby=c:/jruby-1.7.2/bin/jruby<br/><br/>Gem files will remain installed in c:/jruby-1.7.2/lib/ruby/gems/shared/gems/gosu<br/>-0.7.45 for inspection.<br/>Results logged to c:/jruby-1.7.2/lib/ruby/gems/shared/gems/gosu-0.7.45/linux/gem<br/>_make.out</code>]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>Spooner</author>
      <pubDate>Mon, 07 Jan 2013 23:06:28 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I have used that github app and found it really good.]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>lol_o2</author>
      <pubDate>Mon, 07 Jan 2013 20:15:33 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Thanks for this, it&#39;s really good and saved much trouble.<br/>So, here&#39;s GitHub source: <a class='url' href='https://github.com/KoBeWi/Sapphire'>https://github.com/KoBeWi/Sapphire</a><br/>I also made some small fixes]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>erisdiscord</author>
      <pubDate>Mon, 07 Jan 2013 19:29:25 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[There&#39;s a <a class='url' href='http://windows.github.com'>GitHub app for Windows</a> that should alleviate the headaches if you don&#39;t like the command interface. I haven&#39;t used it myself, but the Mac app is excellent. Learning Git is a great idea, though, and you&#39;ll thank yourself later. C:]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>lol_o2</author>
      <pubDate>Mon, 07 Jan 2013 14:28:07 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Yes, I&#39;ve meant that. Didn&#39;t know exactly how to name it :)<br/><br/>To other things:<br/>-I use Ruby 1.9.2, because for me it&#39;s faster and it was clearly noticeable while I was testing 1.9.3. Didn&#39;t try the newest release though<br/>-The project was first to be only a stand-alone Ruby interpreter to run my programs in school. The current state evolved from my different projects, but it was always meant to be for Windows. I don&#39;t know if I make a gem or any release for other systems, but project is &#39;open-source&#39; so feel free to distribute it as you want<br/>-As for GitHub, I pushed there one project. It was a terrible experience with the cmd interface (or I missed something?) and I may be too lazy to repeat it :)&#160;&#160; I know there&#39;s some integration with system, but I don&#39;t want to mess with system registry as I wouldn&#39;t use GitHub so often<br/>-And I didn&#39;t understand the &#39;packaging with opengl over a non-standard...&#39; part :|]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>BlueScope</author>
      <pubDate>Mon, 07 Jan 2013 12:32:58 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[As for the single button press, I suppose he might be talking about something similar to the button_down?() method, however only for a single keystroke. This is the way the RPG Maker series handles input, btw.]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>jlnr</author>
      <pubDate>Mon, 07 Jan 2013 02:36:09 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[^ what everybody else said :)<br/><br/>Also, I think it would be great if you could make it get along with Spooner&#39;s releasy and even ashton (for shaders).<br/><br/><blockquote><p>&gt; -Single-button-press in Update and Draw</p></blockquote><br/>What is this?]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>Spooner</author>
      <pubDate>Sun, 06 Jan 2013 23:47:10 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I couldn&#39;t agree more. The ruby library (presumably being equivalent to something like Chingu + Fidgit since it manages game and gui) should be a completely separate gem (and thus just be an included gem rather than something hard-wired into the exe.]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>Spooner</author>
      <pubDate>Sun, 06 Jan 2013 23:45:15 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I&#39;d recommend Ruby 1.9.3 over 1.9.2 since it is the current stable version. Most relevantly, it loads up Ruby apps considerably faster on Windows -&#160; at least a second faster for my stuff.<br/><br/>I&#39;d also recommend packaging with opengl over a non-standard version of the ruby-opengl gem.]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>lol_o2</author>
      <pubDate>Sun, 06 Jan 2013 18:35:51 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[There&#39;s no much to do with changing for other systems. Just download the zip and call something like in included batch file. Only incompatible thing would be SciTE.]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>erisdiscord</author>
      <pubDate>Sun, 06 Jan 2013 16:19:38 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[You should put this on <a class='url' href='http://github.com'>GitHub</a>! It&#39;s free.<br/><br/>Also, the Ruby parts seem like they would be generally useful outside of the Windows world. Consider making that a separate project so Mac and Linux can play too? C:]]>
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      <title>Sapphire - the ultimate Ruby game programming for Windows</title>
      <author>lol_o2</author>
      <pubDate>Sun, 06 Jan 2013 09:47:52 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I was going to post it a bit later, but I think it&#39;s good enough<br/>So, what is it? It may be described as framework and workspace for Ruby/Gosu (game) development<br/>Mainly, it is a packed Ruby interpreter. Packed in one executable, enables to run ruby programs and is compatible with &#39;Open with&#39; function. It also serves debugging help, catching every exception and waiting patiently until you read it (no more closing cmd).<br/>So you can use Ruby without installing it. What exactly it include:<br/>-Ruby interpreter 1.9.2<br/>-newest Gosu<br/>-TexPlay<br/>-Ruby-OpenGL<br/>-Ashton (not yet)<br/>Also to not make you write in notepad, there&#39;s a SciTE packed, configured and ready to use.<br/><br/>But, the most important feature is Game Template. Sapphire can create a template for making games with Gosu. It provides helper classes to start in place with your new game and make developing it even faster. It&#39;s features:<br/>-Game state management<br/>-Objects management (in one state)<br/>-Fast resource loading (without unneeded variables)<br/>-Global frame counter<br/>-Single-button-press in Update and Draw<br/>-Bitmap font<br/>-<b>Music with prelude</b> - can play a beginning part of music once and then loop the actual part<br/><br/>It also provides some simple effect/utility classes, like Particle,Trail and Timer<br/>AND, there&#39;s an integrated GUI, which allows you to make:<br/>-Movable windows<br/>-Buttons, checkboxes<br/>-Dropdown boxes, zip bars<br/>-Radio selection, numeric input<br/>-And the best: Textbox with mouse control (selecting etc.)<br/><br/>Brilliant, isn&#39;t it? And everything in one, single executable.<br/>Download here:<br/>EXE: <a class='url' href='http://www.mediafire.com/?j085wxqb97tgk8b'>http://www.mediafire.com/?j085wxqb97tgk8b</a><br/>And also there&#39;s a GitHub source: <a class='url' href='https://github.com/KoBeWi/Sapphire'>https://github.com/KoBeWi/Sapphire</a><br/><br/>So now try, comment, report, request]]>
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      <title>Ruby HeightMap generator</title>
      <author>chase4926</author>
      <pubDate>Mon, 24 Dec 2012 03:44:51 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[New commit, added contrast feature.<br/>Made positive heights green, negative blue. Darker = lower, lighter = higher.]]>
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      <title>Ruby HeightMap generator</title>
      <author>chase4926</author>
      <pubDate>Sun, 23 Dec 2012 04:37:50 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[GitHub is back, feel free to check it out.<br/>I added the previously mentioned features aswell.<br/><br/>Next on the chopping block: A function to smooth out the grid]]>
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      <title>Ruby HeightMap generator</title>
      <author>Spooner</author>
      <pubDate>Sun, 23 Dec 2012 02:00:40 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Sounds like it adds a lot of heightmap specific stuff, so that sounds grand. Really try to avoid reinventing wheels on the Perlin stuff though.<br/><br/>Don&#39;t write a C version unless the Ruby one is actually too slow for what you need. I&#39;m guessing you aren&#39;t generating super-dense heightmaps, so maybe it is fine (assuming you use Perlin gem for the noise generation, perhaps, to give it a bit more speed).]]>
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      <title>Ruby HeightMap generator</title>
      <author>chase4926</author>
      <pubDate>Sun, 23 Dec 2012 01:21:47 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Wasn&#39;t aware of it, but I plan on adding a ton of customization methods to allow developers to really make the heightmap that is generated tailored for their purpose.<br/><br/>Such as:<br/><br/>- A function to generate static, so the heightmap wouldn&#39;t start out flat<br/>- A function to &quot;average&quot; the grid (take the average height of all the cells, and move the actual height down that distance)<br/><br/>My main goal at the moment is to load it with features and make it work, past that, a C version isn&#39;t out of the question.]]>
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      <title>Ruby HeightMap generator</title>
      <author>Spooner</author>
      <pubDate>Sat, 22 Dec 2012 23:53:22 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[You might not be aware of it, but my <a class='url' href='http://github.com/spooner/ruby-perlin'>Perlin</a> (C extension gem) already does Simplex/Classic Perlin noise and has a simple gosu-based visualiser. I&#39;m sure your implementation is fine, but I&#39;m guessing it is about 100x slower if it is pure Ruby ;(<br/><br/>Ashton also supports noise-generation via shaders which I&#39;m guessing is 100x faster than even Perlin can manage. Perlin is better if you don&#39;t want to just generate a noisey-image (for example Ashton is great for creating dynamic textures, but less so for heightmaps).<br/><br/>Sorry, Github is down right now, so I can&#39;t confirm how your gem works. It is possible you might be adding heightmap-specific stuff that isn&#39;t supplied by Perlin, in which case you might consider using the Perlin gem as a backend for the grunt-work...?]]>
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      <title>Ruby HeightMap generator</title>
      <author>chase4926</author>
      <pubDate>Sat, 22 Dec 2012 05:11:39 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[So this is as the title says, a heightmap generator written in Ruby.<br/><br/>It also includes a visualizer (which uses Gosu), which lets you see the Perlin-noise-esque stuff it generates.<br/><br/>Check it out on <b>GitHub</b>: <a class='url' href='https://github.com/chase4926/Ruby-Heightmap'>https://github.com/chase4926/Ruby-Heightmap</a><br/>Or should I write, clone it.<br/><br/>Here&#39;s a nice timelapse of a 64x64 heightmap. <a class='url' href='http://www.youtube.com/watch?v=QmzJFEP1JIM'>http://www.youtube.com/watch?v=QmzJFEP1JIM</a>]]>
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      <link>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=6390</link>
      <title>TexPlay Bug</title>
      <author>lol_o2</author>
      <pubDate>Tue, 11 Dec 2012 15:49:02 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[FINALLY IT WORKS (at least until it magically breaks again)<br/>Thanks for suggestion, I made cache refreshing before manipulation and nothing seems to be missing.]]>
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      <title>TexPlay Bug</title>
      <author>Spooner</author>
      <pubDate>Mon, 10 Dec 2012 20:30:44 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Yes, you could just use multitexturing and you can read from two textures at once or else keep it simple and read the pixels in individually and pass those colours into the shader as variables.<br/><br/>I still think there is a possibility that liberal overuse of refresh_cache might help (that is, before AND after every operation on an image - if it fixes it, then remove them one by one until you have the optimal code. I could never be 100% about when I should be manipulating the cache, even though I wrote a similar caching code in Ashton, but that is intentionally automatic, lazy and one-way, so it was simpler - there is no need to sync images back onto the graphics card, since shaders are better for manipulating graphics than pulling it onto the main memory, manipulating and sending back to the card, as Texplay does it).]]>
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      <title>TexPlay Bug</title>
      <author>lol_o2</author>
      <pubDate>Mon, 10 Dec 2012 18:52:29 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[So to explain it:<br/>I have a palette file (just png). It has any width and 2 pixel height. When I recolor image, I iterate each upper pixel of palette and replace pixels with this color in my image by adjacent color from lower row of palette. So, the upper row of 2-pixel-height palette image is source colors and lower is destination colors. I was asking if Ashton can load these colors into shader to use them.<br/><br/>In TexPlay it works correctly only for single images. When changing whole array (<code>image.load_tiles</code>), it vanishes some of tiles.]]>
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      <title>TexPlay Bug</title>
      <author>Spooner</author>
      <pubDate>Mon, 10 Dec 2012 18:30:56 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Not sure what you mean, since I&#39;m not really sure what the code is supposed to do (and I&#39;m less than keen to write shaders for everyone, rather than help them write their own). I&#39;ve no doubt that everything TexPlay can do could be done with Ashton::Shader (and significantly faster) but it involves a great deal more work actually writing the appropriate shaders.]]>
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      <title>TexPlay Bug</title>
      <author>lol_o2</author>
      <pubDate>Mon, 10 Dec 2012 18:11:53 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I&#39;ve just came up with idea to use Ashton for it. I have to ask if there&#39;s a possibility to load image by shader and use it&#39;s color data?]]>
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      <title>TexPlay Bug</title>
      <author>lol_o2</author>
      <pubDate>Mon, 03 Dec 2012 14:58:04 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Thanks!<br/>But I haven&#39;t solved it completely. Strangely, first image of each tileset (after 1-2 loads) is missing.]]>
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      <title>TexPlay Bug</title>
      <author>Spooner</author>
      <pubDate>Sun, 02 Dec 2012 23:17:50 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Something to try might be<code> img.refresh_cache</code> after you&#39;ve cleared it. Just a guess, but sometimes that forces updates which otherwise might not get synced properly. Beyond that, I haven&#39;t a clue.]]>
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      <title>TexPlay Bug</title>
      <author>lol_o2</author>
      <pubDate>Sun, 02 Dec 2012 13:19:35 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I mentioned it before, but now I found a 100% way to reproduce it. I made a method that loads tiles with different palettes. It correctly loads 1-3 tilesets and next images appear blank. It&#39;s interesting that loading single images doesn&#39;t cause the bug. The code looks like this (it&#39;s a part of method that loads tiles):<br/><code><br/>array = Image.load_tiles($screen, &quot;data#{dir}/#{name}.png&quot;, width, height, tileable)<br/>if palette<br/>&#160;&#160; pal=Img[&quot;Palettes/#{palette}&quot;]&#160; ##loads image for palette<br/>&#160;&#160; array.each{|img| <br/>&#160; &#160; &#160; pal.width.times{|x| img.clear(:dest_select=&gt;pal.get_pixel(x,0),:color=&gt;pal.get_pixel(x,1),:tolerance=&gt;0.001)}<br/>&#160;&#160; }<br/>end<br/>@@tiles[[name.downcase,size,palette]]=array<br/></code><br/><br/>And the demo where it appears: <a class='url' href='http://www.fileden.com/files/2008/1/21/1712119/Texplay%20Bug.zip'>http://www.fileden.com/files/2008/1/21/1712119/Texplay%20Bug.zip</a><br/>So, is there a way to fix it?]]>
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      <title>Metro: A ruby framework for Gosu</title>
      <author>burtlo</author>
      <pubDate>Fri, 23 Nov 2012 18:41:22 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I have continued development since I originally posted here. Thanks to @Shawn42, @Spooner and others for giving the first few versions a try and giving me feedback.<br/><br/>* <b>The current scene can be reloaded (Ctrl+R) without having to restart the entire game. </b><br/><br/><blockquote><p>&gt; Allowing you to get quick feedback as you tweak and change game parameters. The reloading functionality reloads all of the original game source code so changes which result in errors will cause the game to crash.</p></blockquote><br/>* <b>Scenes share events from their parent scenes.</b><br/><br/><blockquote><p>&gt; This allows you define events global to multiple scenes by adding the events to a parent scene class. Similar to how helpers defined in a Rails ApplicationController are passed to all the subclassed controllers.</p></blockquote><br/>* <b>Song and Sample supported added</b><br/><br/><blockquote><p>&gt; Added support for Gosu Song and Gosu Sample files to be easily added and played from a scene.</p></blockquote><br/>* <b>Model properties now make it easier to store/retrieve various common numeric, position, font, image, and animation properties.</b><br/><br/><blockquote><p>&gt; It&#39;s now easy to define an image, animation, or font within code for a model object thanks to properties. The properties also use a global common cache to make it ensure that already created images and animations are reused.</p></blockquote>]]>
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      <title>gosu.NET</title>
      <author>Jwosty</author>
      <pubDate>Sun, 18 Nov 2012 01:49:14 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Hmm, oh well, nice to think about anyway. You can already write cross-platform .NET games anyway :P]]>
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      <title>gosu.NET</title>
      <author>oli.obk</author>
      <pubDate>Sat, 17 Nov 2012 09:12:15 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[loads of stuff, everything from managing achievements over creating a network game to graphics/sound. It&#39;s quite extensive.]]>
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      <title>gosu.NET</title>
      <author>jlnr</author>
      <pubDate>Sat, 17 Nov 2012 08:19:45 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[OpenGL and OpenAL. Gosu used to use Direct3D for rendering on Windows, and before that, even DirectSound/DirectMusic, but I have replaced it all after switching to OS X as my primary operating system. Using OpenGL on all platforms also makes it a lot easier for brave programmers like Spooner and banister to build libraries that extend Gosu - they don&#39;t have to special-case their code for two rendering backends. And last but not least I found (classic) OpenGL a lot easier to program for :)<br/><br/>One could port the Gosu interface to other environments, but as soon as you cannot copy &amp; paste 90% of a game anymore, you might just as well start a new library and improve upon Gosu&#39;s interface.]]>
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      <title>gosu.NET</title>
      <author>Jwosty</author>
      <pubDate>Fri, 16 Nov 2012 23:09:12 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[What this that&#39;s included in the sdk?]]>
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      <link>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=6358</link>
      <title>gosu.NET</title>
      <author>Jwosty</author>
      <pubDate>Fri, 16 Nov 2012 23:08:29 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Actually, what libraries does Gosu use mainly for drawing and sound anyway? Because if they&#39;re not too complex, then one might be able to implement ports of them for XNA, if they don&#39;t already exist. If that&#39;s practical, then it would run on all Mono platforms as well, using MonoGame.]]>
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      <title>gosu.NET</title>
      <author>oli.obk</author>
      <pubDate>Sat, 03 Nov 2012 23:13:39 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[no ^^ they actually have native code there, too. But it&#39;s all included in the sdk, I don&#39;t know whether you can add your own. I don&#39;t believe so, otherwise all the &quot;piracy &amp; cheating&quot; security measures would be obsolete.]]>
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      <title>gosu.NET</title>
      <author>jlnr</author>
      <pubDate>Sat, 03 Nov 2012 23:10:37 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[Is the Xbox really a pure managed-code console? That sounds a little shocking :)]]>
      </description>
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      <title>gosu.NET</title>
      <author>jlnr</author>
      <pubDate>Sat, 03 Nov 2012 23:08:25 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I think the situation is similar as with Java... Sometimes you could just use the C++ parts of Gosu as they are, and wrap them so that C# can use them (that would certainly work on Windows). But on Windows Phone (at least v7) there is no C++ compiler and you&#39;d have to actually rewrite <i>all</i> of Gosu in C#.<br/><br/>I have no idea if Mono on iOS &amp; Android supports using native libraries.]]>
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      <title>gosu.NET</title>
      <author>Dahrkael</author>
      <pubDate>Sat, 03 Nov 2012 21:09:46 GMT</pubDate>
      <category>Extending Gosu</category>
      <description>
        <![CDATA[I think you missed part of the initial message<br/>&quot;That way it could run on all the Microsoft products (Windows, Xbox 360, Windows Phone)&quot;<br/>good luck using .net bindings from c++ in the xbox or wp]]>
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