1.
I use ODE 0.9 on both windows and linux and it works except one incompatibility with GIMPACT on 64bit systwems.
2.
Never tested it with MSVC, so no idea here
3.
There are incompatibilities between enet 1.1 and enet 1.2 which cannot easily be worked around in the code, so you have to define _ENET_1_2_
if you use the current version of enet.
http://peakengine.svn.sourceforge.net/v ... iew=markup
(lines 44 to 47, enet 1.2 uses blocking sockets by default)
And yes, I am currently mostly away from my computer for 4 weeks now.
PeakEngine 0.0.1
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yes, that solved the problem.
and, there is another one, it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run, as when Game::get()->shutdown() has been called if game stopped, all the resources are released while they might be accessed by FollowingController...
another one is not crash, but, for fpstest, at the begining, the terrain just falls down forerver
thanks[/b]
and, there is another one, it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run, as when Game::get()->shutdown() has been called if game stopped, all the resources are released while they might be accessed by FollowingController...
another one is not crash, but, for fpstest, at the begining, the terrain just falls down forerver
thanks[/b]
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for fpstest, at the begining, the terrain just falls down forerver
=> That's probably not the terrain but a trimesh, just walk forwards until you reach the terrain (maybe you have to increase the speed in the tests/fpstest/entities/player/server.lua)
it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run
Hm. Have to look at that when I am back at home, but afaik FollowingController is in no way linked with the BroadcastClient (only the listbox in the menu is).
=> That's probably not the terrain but a trimesh, just walk forwards until you reach the terrain (maybe you have to increase the speed in the tests/fpstest/entities/player/server.lua)
it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run
Hm. Have to look at that when I am back at home, but afaik FollowingController is in no way linked with the BroadcastClient (only the listbox in the menu is).