eris 1.3.14-3 source package in Ubuntu

Changelog

eris (1.3.14-3) unstable; urgency=low

  * debian/liberis-1.3-dev.install: Don't include *.la file.
  * debian/control: Updated to Standards-Version 3.8.3.

eris (1.3.14-2) unstable; urgency=low

  * Upload to unstable.

eris (1.3.14-1) experimental; urgency=low

  * New upstream release.
    - upload to experimental due to new SONAME.
    - debian/patches/eris-gcc4.3.patch: Applied upstream.
  * Upgrade Build-Depends on libwfmath-0.3-dev to >= 0.3.9.
  * debian/control: Add libmercator-0.2-dev (>= 0.2.7) to Build-Depends.
  * debian/control: Add Depends: ${misc:Depends} to all packages.
  * debian/control: Move liberis-1.3-14-dbg to debug section.
  * debian/control: Updated Standards-Version to 3.8.2.
  * debian/watch: Use SourceForge redirector.
 -- Scott Kitterman <email address hidden>   Mon,  23 Nov 2009 23:51:07 +0000

Upload details

Uploaded by:
Scott Kitterman on 2009-11-23
Uploaded to:
Lucid
Original maintainer:
Michael Koch
Component:
universe
Architectures:
any
Section:
libs
Urgency:
Low Urgency

See full publishing history Publishing

Series Pocket Published Component Section
Precise release on 2011-10-13 universe libs
Oneiric release on 2011-04-28 universe libs
Lucid release on 2009-11-24 universe libs

Downloads

File Size MD5 Checksum
eris_1.3.14.orig.tar.gz 547.8 KiB ac113b43b3c7fb714ede636c7fc80cdd
eris_1.3.14-3.diff.gz 4.1 KiB 5ca780e722ea1c9532064ce7136159d8
eris_1.3.14-3.dsc 1.2 KiB fde5e20e35698987be9bcbd682a2029f

Available diffs

View changes file

Binary packages built by this source

liberis-1.3-15: The WorldForge client entity library

 Eris is designed to simplify client development (and avoid repeating the
 same work several times), by providing a common system to deal with the
 back end tasks. Notably, Eris encapsulates most of the work in getting
 Atlas entities available on your client, logging into a server, and
 managing updates from the server. Thus it can be considered as a session
 layer above Atlas, providing persistent (for the session) objects as
 opposed to Atlas ones (which are transient). It handles the client-side
 implementation of the meta-server protocol, and querying game servers;
 out-of-game (OOG) operations (via the Lobby and Rooms), and most
 important in-game (IG) operations such as entity creation, movement and
 updates.
 .
 Eris provides a generic 'Entity' class, which you are free to sub-class
 and provide to the system (by registering a factory with the World);
 thus you are free to create different classes to handle characters,
 walls, vehicles, etc as your client dictates. An alternative approach is
 to simply create peer classes, and connect them to Eris via
 callbacks. Eris makes extensive use of libSigC++, which must be
 correctly installed and functioning on your system. Familiarity with
 signal/slot programming concepts is essential for using Eris; the
 libSigC++ home-page has some examples. Gtk+ or QT signal systems also
 provide a good introduction.

liberis-1.3-15-dbg: The WorldForge client entity library - debugging library

 Eris is designed to simplify client development (and avoid repeating the
 same work several times), by providing a common system to deal with the
 back end tasks. Notably, Eris encapsulates most of the work in getting
 Atlas entities available on your client, logging into a server, and
 managing updates from the server. Thus it can be considered as a session
 layer above Atlas, providing persistent (for the session) objects as
 opposed to Atlas ones (which are transient). It handles the client-side
 implementation of the meta-server protocol, and querying game servers;
 out-of-game (OOG) operations (via the Lobby and Rooms), and most
 important in-game (IG) operations such as entity creation, movement and
 updates.
 .
 Eris provides a generic 'Entity' class, which you are free to sub-class
 and provide to the system (by registering a factory with the World);
 thus you are free to create different classes to handle characters,
 walls, vehicles, etc as your client dictates. An alternative approach is
 to simply create peer classes, and connect them to Eris via
 callbacks. Eris makes extensive use of libSigC++, which must be
 correctly installed and functioning on your system. Familiarity with
 signal/slot programming concepts is essential for using Eris; the
 libSigC++ home-page has some examples. Gtk+ or QT signal systems also
 provide a good introduction.
 .
 This package contains the debugging library.

liberis-1.3-dev: The WorldForge client entity library - development files

 Eris is designed to simplify client development (and avoid repeating the
 same work several times), by providing a common system to deal with the
 back end tasks. Notably, Eris encapsulates most of the work in getting
 Atlas entities available on your client, logging into a server, and
 managing updates from the server. Thus it can be considered as a session
 layer above Atlas, providing persistent (for the session) objects as
 opposed to Atlas ones (which are transient). It handles the client-side
 implementation of the meta-server protocol, and querying game servers;
 out-of-game (OOG) operations (via the Lobby and Rooms), and most
 important in-game (IG) operations such as entity creation, movement and
 updates.
 .
 Eris provides a generic 'Entity' class, which you are free to sub-class
 and provide to the system (by registering a factory with the World);
 thus you are free to create different classes to handle characters,
 walls, vehicles, etc as your client dictates. An alternative approach is
 to simply create peer classes, and connect them to Eris via
 callbacks. Eris makes extensive use of libSigC++, which must be
 correctly installed and functioning on your system. Familiarity with
 signal/slot programming concepts is essential for using Eris; the
 libSigC++ home-page has some examples. Gtk+ or QT signal systems also
 provide a good introduction.
 .
 This package contains the development files for compiling software
 depending on Eris.

liberis-doc: The WorldForge client entity library - API documentation

 Eris is designed to simplify client development (and avoid repeating the
 same work several times), by providing a common system to deal with the
 back end tasks. Notably, Eris encapsulates most of the work in getting
 Atlas entities available on your client, logging into a server, and
 managing updates from the server. Thus it can be considered as a session
 layer above Atlas, providing persistent (for the session) objects as
 opposed to Atlas ones (which are transient). It handles the client-side
 implementation of the meta-server protocol, and querying game servers;
 out-of-game (OOG) operations (via the Lobby and Rooms), and most
 important in-game (IG) operations such as entity creation, movement and
 updates.
 .
 Eris provides a generic 'Entity' class, which you are free to sub-class
 and provide to the system (by registering a factory with the World);
 thus you are free to create different classes to handle characters,
 walls, vehicles, etc as your client dictates. An alternative approach is
 to simply create peer classes, and connect them to Eris via
 callbacks. Eris makes extensive use of libSigC++, which must be
 correctly installed and functioning on your system. Familiarity with
 signal/slot programming concepts is essential for using Eris; the
 libSigC++ home-page has some examples. Gtk+ or QT signal systems also
 provide a good introduction.
 .
 This package contains the API documentation in HTML format.