GameKit: Irrlicht + Bullet + readblend + CMake

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erwincoumans
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Post by erwincoumans »

Latest GameKit trunk revision 53 uses Irrlicht 1.6, adds preliminary support to extract rigid body constraints from the .blend file.

Also the Mac OSX build has been fixed, by adding bundle/NIB support in the CMake build system.
netpipe
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heyo

Post by netpipe »

here is a CB project that goes in the gamekit directory for WINERS and LINERS (win/Lin)

http://www.mediafire.com/?sharekey=7322 ... f6e8ebb871


oh also something like this should be on line 90 of main.cpp

Code: Select all

    char* fileName;
    if (argv[1])
    fileName = argv[1];
    else
    fileName = "PhysicsAnimationBakingDemo.blend";
erwincoumans
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Post by erwincoumans »

Thanks for the contribution, but GameKit revision 64 using cmake 2.6 or later should be able to generate CB projectfiles, have you tried it?
Make sure to add C:\Program Files\CodeBlocks\MinGW\bin or C:\Program Files (x86)\CodeBlocks\MinGW\bin to your PATH.

Code: Select all

cmake . -G "CodeBlocks - MinGW Makefiles"
or
cmake . -G "CodeBlocks - Unix Makefiles"

Thanks,
Erwin
erwincoumans
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Post by erwincoumans »

Latest SVN revision 100+ uses an improved .blend parsing library called bParse. It can handle 32/64bit blend files, and little/big endian. Also it is much more convenient to extract any information from the .blend

The loading speed of .blend files is very fast, if the version/bits/endianness matches. So it is a good alternative to exporting data to Irrlicht using Blender python scripts.

Cheers,
Erwin

http://gamekit.googlecode.com
netpipe
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heyo

Post by netpipe »

you mega pwn, i'll release some maps i converted soon packed with texties.
netpipe
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Post by netpipe »

///todo: fix ptr issue
BlendBlock * curveblockptr = blend_block_from_blendpointer(bf, (uint32_t)ptr);



i changed this to uint64_t and it compiled but gave segfault same for you too ?
erwincoumans
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Post by erwincoumans »

You need to use bParse for 64bit/big endiab support. You are using the deprecated 'readblend'.

Please check the latest GameKit demo.
Cheers,
Erwin
netpipe
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Post by netpipe »

when i run it without TEST_ECHO_BLEND_READER 1 defined it loads all the blends you supplied nicely. but I gdb'd the segfault with it enabled and got

dna not matching...
File contains 1 scene(s)
File contains 202 object(s)
File contains 1 camera(s)

Program received signal SIGSEGV, Segmentation fault.
0x0000000000534865 in BulletBlendReaderNew::convertAllObjects(int) ()
(gdb) bt
#0 0x0000000000534865 in BulletBlendReaderNew::convertAllObjects(int) ()
#1 0x0000000000000001 in ?? ()
#2 0x0000000000b44b60 in ?? ()
#3 0x00007fffffffde88 in ?? ()
#4 0x00000000010ad3d0 in ?? ()
#5 0x00000000010c9230 in ?? ()
#6 0x00000000010ae600 in ?? ()
#7 0x00000000010c14a0 in ?? ()
#8 0x0000000000ff6270 in ?? ()
#9 0x00007fffffffde88 in ?? ()
#10 0x000000000054073a in main ()
erwincoumans
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Post by erwincoumans »

tecan wrote:when i run it without TEST_ECHO_BLEND_READER 1 defined it loads all the blends you supplied nicely.
It should work with the supplied .blend files with TEST_ECHO_BLEND_READER enabled. Can you confirm?

Your output is missing debug symbols, and the DNA seems to be not matching. Can you report an issue here:
http://code.google.com/p/gamekit/issues/list
make sure to leave TEST_ECHO_BLEND_READER enabled, and include the following info:
  • gamekit SVN revision (make sure to test latest, 101 currently)
  • name of the .blend file and if it is not one of the included .blend files a link where to get it
  • platform details (OS, #bits, endianness) where you got the crash
  • callstack with debug symbols (-g -O0)
Thanks for the report,
Erwin
netpipe
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Post by netpipe »

posted it for you with the blend file ;) sorry for the delay.
erwincoumans
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Post by erwincoumans »

Thanks for the report, 64bit support of bParse should be fixed now.
(comment/fix the pointer issue in obsolete readblend for now)

Note that using .blend files generated using a 64bit Blender 2.49b will load fastest using a 64bit builds of gamekit/bParse. (and 32bit .blends generated using 32bit Blender 2.49b load fastest in a 32bit gamekit/bParse build).

Can you check revision 105 of gamekit?
Erwin
netpipe
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Post by netpipe »

aweeee yeaaaaa!!! you put the rock into roll for me! for what its worth i love you do this!

there is a bug where only one mesh can have one texture.
Last edited by netpipe on Tue Apr 14, 2020 12:17 pm, edited 1 time in total.
netpipe
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Re: GameKit: Irrlicht + Bullet + readblend + CMake

Post by netpipe »

unsigned char DNAstr64[]= {
to just regular char compiles otherwise it says error narrowing conversion from int to unsigned char -Wno-narrowing fixed it but still crashes must be the newer bullet or newer irrlicht ? hmm


was able to get it working by commenting out

// createParentChildHierarchy();

// convertConstraints();

in bulletblendreadernew but im not sure if thats the proper fix


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netpipe
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Re: GameKit: Irrlicht + Bullet + readblend + CMake

Post by netpipe »

i wonder how to update it to new blender eventually. or is it for 2.49 only ?

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