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<thing Class="ZombieLand.Zombie"> | |
<def>Zombie</def> | |
<id>Zombie120686</id> | |
<map>0</map> | |
<pos>(285, 0, 158)</pos> | |
<rot>1</rot> | |
<faction>Faction_17</faction> | |
<boughtItems /> | |
<guestArea>null</guestArea> | |
<shoppingArea>null</shoppingArea> |
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// See GlyphLayout::setText and BitmapFont$BitmapFontData::getGlyphs | |
fun getFontWidth(font: BitmapFont, text: String): Float { | |
var width = 0f | |
var prevGlyph: Glyph? = null | |
for (char in text) { | |
var glyph = font.data.getGlyph(char) | |
if (glyph == null) { |
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Regarding | |
> Some of the | |
> requirement makes no sense, such as develop clients for all | |
> architectures (Linux, Windows, Java) since the client will be a Java | |
> application. | |
An architecture is not the same as an OS, we only target x86 and x86_64. We list different OS since the client program uses native OpenGL binaries which are not platform independent. Within the same OS we might still need different code paths for when a computer does not support a GL function (common on Linux with open-source drivers) or has a badly implemented GPU driver (somewhat common on laptops). | |
Even the standard java awt library is broken on some linux distros and therefore the client program needs to automatically work around such problems. OS X also has problems with its java runtime since they moved away from Apple supplied java. | |
Regarding | |
> Also, there is a |