11-22-2020, 06:28 PM
(11-22-2020, 02:42 PM)mbbmbbmm Wrote: Oh I see. So it is a coincidence that it only happened with the C#-based samples and not the C-based samples?
That's strange, because the window and graphics context are created inside native code in Tilengine, the C# binding doesn't handle it. Dynamic link (shared) libraries work different in Windows and Linux, I haven't checked what happens in Ubuntu with the C# binding. Under linux I build and test the main library, not the bindings, as they are supposed to be source and binary cross-platform. I'll check it.
(11-22-2020, 02:42 PM)mbbmbbmm Wrote: That is nice! How much has the API changed from the example? Can SuperMarioClone still be used as a rough guide for using the C#-API or will it be too confusing?
I've introduced many new features into the main library since the creation of SuperMarioClone. These new features aren't used in the example, but they don't harm either: what it showcases is still valid. I recently had to introduce some breaking changes into the animation engine, but as the example doesn't use those features, it's not affected. However it would greatly benefit from new features, as now there are ways to automate and ease things that had to be done by hand.
Best way to have a glimpse of new features are to make a diff in Git, of Tilengine.h since release 1.20, or check the history log: http://www.tilengine.org/changelog.htm