[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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