eris 1.3.23-7ubuntu2 source package in Ubuntu

Changelog

eris (1.3.23-7ubuntu2) focal; urgency=medium

  * No-change rebuild for libgcc-s1 package name change.

 -- Matthias Klose <email address hidden>  Tue, 24 Mar 2020 15:03:48 +0100

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Uploaded by:
Matthias Klose on 2020-03-24
Uploaded to:
Focal
Original maintainer:
Ubuntu Developers
Architectures:
any all
Section:
misc
Urgency:
Medium Urgency

See full publishing history Publishing

Series Pocket Published Component Section
Focal proposed on 2020-03-24 universe misc

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File Size SHA-256 Checksum
eris_1.3.23.orig.tar.xz 402.4 KiB 29ad7013445b8347ece9488824e66faa829574e19238af9ca4ad66b99b034555
eris_1.3.23-7ubuntu2.debian.tar.xz 15.2 KiB b1dc6ef337659aa171ddcf774492d3a853e568195572612467462ddb7e0e2a00
eris_1.3.23-7ubuntu2.dsc 2.3 KiB b8b520d69c9d4b21e3dbaca121614a1847f71ee61ee5f3b36271226f7180331b

Available diffs

View changes file

Binary packages built by this source

liberis-1.3-21: 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-1.3-21-dbgsym: debug symbols for liberis-1.3-21
liberis-1.3-dev: 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: 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.