[Kde-games-devel] Kolf in 4.6, call for testing

Stefan Majewsky kdemailinglists at bethselamin.de
Fri Nov 12 00:12:05 CET 2010


Hi,

yet another short summary of my Kolf work: Just one hour before the feature 
freeze, I committed the most urgent fixes for what I had broken during the 
refactoring.

So this is a call for testing. Look around and find regressions and crashes. 
Those parts of Kolf which have been (partly) rewritten and/or refactored are 
the physics engine, the rendering stuff and the on-canvas editing interface.

The following problems are known:

* Painting is awfully slow when the window is big. (Help is very much 
appreciated if you know your way around optimization, Callgrind and stuff.)
* The position of the floater guard and its adjacent walls is sometimes not 
set correctly (such as in hole 3 of the Medium course, just after you opened 
it).
* Loading and saving has not yet been tested systematically. Though I think 
that loading works (the default courses seem to work), saving generally does 
not.
* When a moving ball collides with a resting ball, the resting ball starts to 
move, but comes to a sudden halt after one frame. This is a side effect of two 
physics engines running side-a-side: I need to figure out how to convince 
Kolf's physics engine that Box2D has given the ball some velocity.
* Balls can collide with walls even if they are hidden below some bridge. 
(Denying contact requests in Box2D actually seems to be simple, but I did not 
do it yet.)

That's all that's on my list. Now I need some sleep.

Greetings
Stefan

[CC to Antonis, who indicated that he wants to help with that]


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