GameKit: Irrlicht + Bullet + readblend + CMake
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heyo
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
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";
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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.
Thanks,
Erwin
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
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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
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
heyo
you mega pwn, i'll release some maps i converted soon packed with texties.
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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 ()
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 ()
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It should work with the supplied .blend files with TEST_ECHO_BLEND_READER enabled. Can you confirm?tecan wrote:when i run it without TEST_ECHO_BLEND_READER 1 defined it loads all the blends you supplied nicely.
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)
Erwin
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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
(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
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.
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.
Re: GameKit: Irrlicht + Bullet + readblend + CMake
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
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
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
Re: GameKit: Irrlicht + Bullet + readblend + CMake
i wonder how to update it to new blender eventually. or is it for 2.49 only ?
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%