Open GoogleCodeExporter opened 9 years ago
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Also. It's extremely difficult to upgrade Ogre, since you stripped it of it's
central features... Including all the dependencies as well. I'm stuck at
revision 6 months behind schedule by using your product. Either that, or go
through hell just to fix the code - which I'm now forced to do anyway since it
lack's support for anything but .blend.
And another thing.. it takes like 5 hours to build this, because you decided to
use static library's instead of dll's. Perhaps it's better for debugging, but
I'm dying from old age during the build process.
I'm not trying to be a dick about it, especially considering you did ALOT of
work on making something truly wonderful, and further it's open source.
I'm just stating the obvious, the thing's that should be changed and/or made
optional in the future of this project if you want it to be successful on a
broad spectrum.
Straight up.
I appreciate any feedback, and look forward to releasing my code changes so
that you may review them for possible SVN updates.
OgreKit is a great idea, and should definitely be fixed and upgraded from it's
current state.
Original comment by dcyu...@gmail.com
on 7 Jan 2011 at 2:02
Hi,
* We try to keep svn as stable as possible and correct bug as soon as we can. Specially crashes, and building errors. Last time I checked (a few commits ago) the cppDemo was working ok but sometimes crashed on exit. Today however, svn does not compile because of a bullet building error:
In file included from
/home/xavier/Projects/Gamekit/gamekit-release/bullet/src/BulletCollision/NarrowP
haseCollision/btPersistentManifold.h:22,
from /home/xavier/Projects/Gamekit/gamekit-release/bullet/src/BulletCollision/CollisionDispatch/btCollisionDispatcher.h:20,
from /home/xavier/Projects/Gamekit/gamekit-release/bullet/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp:17:
/home/xavier/Projects/Gamekit/gamekit-release/bullet/src/BulletCollision/NarrowP
haseCollision/btManifoldPoint.h:23:67: error:
physics_effects\base_level\solver\pfx_constraint_row.h: Arquivo ou diretório
não encontrado
I do not have time right now to look at it, but will do it as soon as I can
(maybe later today) you can still compile gamekit svn by "downgrading" bullet
in bullet/src with svn.
* Gamekit is still in development and the binary packages are for easy testing but not considered as stable. For advanced usage I would recommand svn, it is not less stable but sometimes can be broken for a short time, in that case use a previous version with "svn up -r versionnumber".
* You can help the project in different ways: Provide an updated binary package, report bugs, send patch that you find can be useful for every gamekit user and not your project only (more feature, bug fixes, more scripting API, ...) or write some doc/tips that you have learned using Gamekit. If you plan on contributing regularly Erwin can give you necessary rights (svn commit and/or wiki editing)
* We only use the Ogre core sources and some plugins but not the whole source tree, we also uses custom CMake files instead of the one coming with Ogre. It require more maintenance work but it ease the configuration step and minimize compile time and binary size. However Gamekit svn is up to date with the latest Ogre stable release (props to Harkon).
* Compile time is awful and binary size too, although here it take only 7 min to do a fresh compilation. If you need some tips to speed it up, you can try: multi-threaded build (make -j numthread), stripping the freeimage lib of some unused image formats, use clang with precompiled headers. For reference i am on a AMD Phenom II x4 3.0GHz with 4G RAM and compile with g++ 4.4.5 on debian squeeze 64 bit with "make -j4" but i disabled wxwidget build and everything that requires it. If you come with a patch that optimise this in any way (config option that help minimizing the binary size and the compile time) please post it here.
Original comment by xavier.thomas.1980@gmail.com
on 7 Jan 2011 at 7:49
I'll fix the Bullet issue as soon as possible.
Original comment by erwin.coumans
on 7 Jan 2011 at 8:15
The Bullet errors should be fixed now, can you try it?
Original comment by erwin.coumans
on 7 Jan 2011 at 9:08
Why do you need to fix the code, what format do you want to load instead of
.blend?
Original comment by erwin.coumans
on 7 Jan 2011 at 9:14
I can confirm the bullet errors are fixed now. Thanks Erwin.
Original comment by xavier.thomas.1980@gmail.com
on 7 Jan 2011 at 10:02
Thanks Xavier.
It seems that momo doesn't move anymore in OgreKit/LogicDemo, can you confirm?
Original comment by erwin.coumans
on 7 Jan 2011 at 10:06
Personally, I prefer the static lib builds over the possibility of DLL hell.
I'm a fan of single executable builds and would be somewhat put out if this
feature was removed. Not that I consider myself more important than others,
just ensuring the fact that not all of us want DLL's is known
Original comment by BenT.Sol...@gmail.com
on 7 Jan 2011 at 11:19
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By default we will keep static linkage.
If someone wants to add a cmake option to enable DLL hell (perhaps it exists?),
we can add it as an option.
Original comment by erwin.coumans
on 8 Jan 2011 at 1:27
Erwin, I cannot reproduce the bug, all animations are playing fine in logic
demo for me.
Regarding the static/dynamic libraries, I made a modif in CMake to use
freeimage dynamically and it is quite simple. As long as we use the dynamic
libraries available in the system and do not provide precompiled binaries, then
it is quite easy to add an option in cmake to use the system lib instead of
linking statically.
Original comment by xavier.thomas.1980@gmail.com
on 8 Jan 2011 at 4:21
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Thanks for the replies and assistance, and for the speedy Bullet fix erwin.
In regards to dll hell, I followed your recommendations xavier, aside removal
of un-necessaries; ended up updating ogre to full(non-lite) most recent
release, as well as dependencies. I'm just gonna have to learn to be more
patient; though I'll admit it(45 minutes ogre + engine for me) isn't helping my
smoking addiction :P
I suppose my beef with .blend is that I didn't have direct access to Ogre right
off the bat.. I was ready to drop my .scene files from ogitor and cg particles
right in.
I suppose I'm much more of a fan for toolkit's designed for the engine, rather
than visa versa. So I'm working on getting Ogitor's .scene files into OgreKit.
Will submit if it comes out as nice as I'm planning. Definitely can't compare
to the power of blender and your blendparser - but atleast I can get skyx,
hydrax, etc right into it quick and easy - no python dabbling. Planning on
using it as a dual-effort; .blend for generic scene, and resource
modelling/animation etc; and Ogitor as my... "cooker". Not sure if others would
want this; after reading ba.org thread 155310 and it's origins... sounds much
more like this was designed for the artists of blender, than the users of Ogre
- which makes sense; but is more of a stepping stone for me.
Thanks again for all your efforts, and continued support. I'll try and do what
I can to help(I can't wait to get your ragdoll demo working, as ghetto as it
may be using current primitives & logic).
I still think this engine is a hotcake, despite the steep learning curve I just
went through in last 48 hours.
Original comment by dcyu...@gmail.com
on 13 Jan 2011 at 7:53
Original issue reported on code.google.com by
dcyu...@gmail.com
on 7 Jan 2011 at 1:56