Closed GoogleCodeExporter closed 9 years ago
This sounds exciting!
Original comment by erwin.coumans
on 1 Oct 2010 at 7:59
This does sound exciting.
Lua syntax highlighting is something I've been wishing I could "plugin" to
Blender, so this will be a nice addition. Especially once we get the ability to
link multiple blends into the one game (perhaps through linked script).
That said, I would add another feature, that being the ability to SAVE Lua
script back into a blend file (as a text block, as per standard Blender). The
reason I say this is that OgreKit is getting a reasonable reputation amongst
some of the indie/open source crowds now, so being able to "polish" a demo
using this tool and run it out of the box using OgreKit would be pretty damned
good publicity (not to mention cool in it's own right).
Original comment by BenT.Sol...@gmail.com
on 1 Oct 2010 at 8:54
Yes this seems great.
For text editing http://www.scintilla.org/ might be usefull it is MIT licensed,
claims to be lightweight and working on Windows Mac OSX and Linux.
For the use of EmbedDemo, I suppose it would be good to clean it's code a
little to make it mor reusable. Maybe writing a custom wxWidget that can be
reused by both app (and pretty much any wxWidgets app).
Original comment by xavier.thomas.1980@gmail.com
on 2 Oct 2010 at 4:03
Thanks for yours interesting.
I think also, BGE user don't easy to use Ogrekit.
And, if we can make the modulable blend file, it will useful to everyone.
Ok, add to todo list.
- insert the lua file to the blend file's text block at distribution.
The scintilla is not part of Ogrekit build, but it is already included in the
wxWidgets. Of course, I will use it.
EmbedDemo code will be shared both project. so, this code will be clean up in
the progress.
Original comment by harkon...@gmail.com
on 2 Oct 2010 at 2:01
I was not aware that Scitilla was operational on Mac OSX (the official website
indicated otherwise). Is this something that has been shown to work via
wxWidgets?
Original comment by BenT.Sol...@gmail.com
on 3 Oct 2010 at 12:19
Yes OSX support is not advertised but there are bug corrections for OSX in
their changelog. There is also a Syntilla-cocoa project. This seems a little
more complicated then for other platform but it still is the more "portable"
solution I found.
This project is using scintilla for Win Linux and Mac (but does not uses
wxWidgets)
https://launchpad.net/codeassistor
Original comment by xavier.thomas.1980@gmail.com
on 3 Oct 2010 at 2:45
wxStEdit is a library and sample program for the wxWidgets's wxStyledTextCtrl
wrapper around the Scintilla text editor widget.
http://wxcode.sourceforge.net/showcomp.php?name=wxStEdit
Original comment by germanov...@gmail.com
on 3 Oct 2010 at 6:44
It seems, wxStEdit has merged to main trunk one year ago.
and I tested wxWidgets 2.9.1 on OSX, the stctest sample working fine.
so, you should not worry about that.
Original comment by harkon...@gmail.com
on 3 Oct 2010 at 10:12
Excellent - thanks. I've actually been a little frustrated developing Lua / PHP
code on the OSX machine because of a lack of Scite (there is a Darwin port, but
frankly it sucks hosting everything in X11 on the MacPro).
Will take the word of more informed developers on this :)
Original comment by BenT.Sol...@gmail.com
on 4 Oct 2010 at 12:06
I have little progress.
Scintilla module(wxStyledTextCtrl) is integrated to Ogrekit wxWidgets build.
Original comment by harkon...@gmail.com
on 5 Oct 2010 at 5:10
Attachments:
I call it a big progress (so quick!).
Good job.
It´s looking good!
Original comment by germanov...@gmail.com
on 5 Oct 2010 at 5:50
In the oft-repeated words of Bill & Ted... "Dude!"
Is this coming close on a check in (I didn't see a new version in the GameKit
updates)?
Original comment by BenT.Sol...@gmail.com
on 5 Oct 2010 at 10:53
Thanks, but above screenshot is just for window layout job.
There is not much working.
If minimal functions is implemented, I will commit to trunk.
Original comment by harkon...@gmail.com
on 6 Oct 2010 at 1:17
I will try to release the first version for windows in this month,
but it will be barely working. :)
http://www.youtube.com/watch?v=tgCxXfEYh3E&feature=player_embedded
Original comment by harkon...@gmail.com
on 20 Oct 2010 at 10:51
Attachments:
Fantastic work!
I cant wait for the release of the first version.
Original comment by germanov...@gmail.com
on 21 Oct 2010 at 6:54
Very eagerly looking forward to this. The demo looks pretty exciting too.
I assume you'll be checking in the code, not just uploading a windows binary?
Original comment by BenT.Sol...@gmail.com
on 21 Oct 2010 at 6:55
I will upload source & binary, both.
I bring some code from my other ogre3d project.
So, I should clean up the source code before commit to svn trunk.
Original comment by harkon...@gmail.com
on 21 Oct 2010 at 11:56
Thanks for waiting. I committed LuaEditor source to r755.
It still has lack of integration with LuaRuntime/Blend File/Help.
Next update will focus on this.
http://www.youtube.com/watch?v=IMbSARP6Rg8
win32 binary (included help file is old)
https://files.ucloud.com/pf/D32558_691797_722568
Original comment by harkon...@gmail.com
on 30 Oct 2010 at 9:50
Good update!
Original comment by germanov...@gmail.com
on 30 Oct 2010 at 9:50
Ctrl-Enter is reset camera.
I missed, previous commit log is wrong.
Original comment by harkon...@gmail.com
on 31 Oct 2010 at 8:23
r757 update
http://www.youtube.com/watch?v=sktn3v-sBic
Original comment by harkon...@gmail.com
on 31 Oct 2010 at 5:51
update
r763 http://www.youtube.com/watch?v=OwX_J8Fwg9I
r773 http://www.youtube.com/watch?v=_uO7KiV10nc
Original comment by harkon...@gmail.com
on 5 Nov 2010 at 6:33
Will LUA Scripting perform at run-time inside the editor (like changing
animations when the game is running inside the editor)?
Original comment by germanov...@gmail.com
on 5 Nov 2010 at 7:35
If Lua console is interactive with GameEngine, it is nice.
but I'm not sure, animation preview will be supported this way.
Original comment by harkon...@gmail.com
on 6 Nov 2010 at 10:14
Hi all,
I've built gamekit (Ubuntu 10.4 / Gnome) from trunk but I'm not able to run
AppLuaEditor.
I've got error message:
The program 'AppLuaEditor' received an X Window System error.
This probably reflects a bug in the program.
The error was 'BadWindow (invalid Window parameter)'.
(Details: serial 21 error_code 3 request_code 3 minor_code 0)
(Note to programmers: normally, X errors are reported asynchronously;
that is, you will receive the error a while after causing it.
To debug your program, run it with the --sync command line
option to change this behavior. You can then get a meaningful
backtrace from your debugger if you break on the gdk_x_error() function.)
AL lib: ALc.c:1879: exit(): closing 1 Device
AL lib: ALc.c:1808: alcCloseDevice(): destroying 1 Context(s)
btw.
Running with 'xtrace' I got following error:
000:>:16ff:32: Reply to GetInputFocus: revert-to=Parent(0x02) focus=0x03800005
002:<:0015: 8: Request(3): GetWindowAttributes window=0x04c00002
002:<:0016: 8: Request(14): GetGeometry drawable=0x04c00002
002:>:0015:Error 3=Window: major=3, minor=0, bad=79691778
002:>:0016:Error 9=Drawable: major=14, minor=0, bad=79691778
Is anyone experiencing this error? Any suggestions?
Thanks.
Mirza.
Original comment by mirza.hu...@gmail.com
on 16 Jan 2011 at 9:31
I've managed to get back-trace (attached).
Original comment by mirza.hu...@gmail.com
on 16 Jan 2011 at 10:39
Attachments:
Thanks for reporting, Mirza.
How about EmbedDemo sample, it isn't working, too?
EmbedDemo, LuaEditor has shared code for window setup.
Unfortunately, I can only build test on Linux VM.
Original comment by harkon...@gmail.com
on 17 Jan 2011 at 9:59
Hi harkon,
I got this error by running EmbedDemo:
*** glibc detected *** /home/mirza/src/gamekit/Samples/EmbedDemo/AppEmbedDemo:
double free or corruption (fasttop): 0x09a30638 ***
It seems that there is a memory corruption.
I've attached back-trace.
btw. Sporadically I'm able to run EmbedDemo but it crashes whenever I try to
load new .blend file.
Original comment by mirza.hu...@gmail.com
on 17 Jan 2011 at 11:05
Attachments:
About "Support distribution with LuaRuntime", are you planning to integrate
LuaJIT in the LuaEditor using the jit API (http://luajit.org/ext_jit.html) to
build a distribuable version of a prototype/possible game?
You could also include something like LuaSrcDiet to reduce the main script size
and give a little obfuscation to it, not to the original script of course, but
as another script or as an embedded script. This could be useful for
distribution both for adding some speed and security improvement.
(http://luasrcdiet.luaforge.net) [LuaForge is currently down at the moment]
Original comment by Silverk...@gmail.com
on 15 Mar 2011 at 2:19
editor is there, lets close the issue
Original comment by erwin.coumans
on 12 Apr 2012 at 3:35
Original issue reported on code.google.com by
harkon...@gmail.com
on 1 Oct 2010 at 6:23