When I compile the library it's missing 96kB and buggy

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stern-wf
Posts: 7
Joined: Wed Jun 16, 2004 11:20 am
Location: Wolfenbüttel, Germany

When I compile the library it's missing 96kB and buggy

Post by stern-wf »

Hello,

when I compile 'Irrlicht 0.9' my result library is smaller (-96kB)
AND SADLY BUGGY :-(

I testing the 'AsteroidsGame' from the 'DustyEngine' (v7)
and it's failed at startup.

I use VC++ (Autors-Edition-IDE & VC++-Toolkit-Compiler :lol: ) and
DirectX 9.0b SDK (with Summer-Update).

Have anybody an idea what wrong??

Thomas
Excuse my bad english and don't look after grammar :wink:
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

The fairly small size difference may be due simply to different optimization options, its not necessarily a sign of anything wrong. And do you know that the Asteroids game was compiled with a "pure" (exactly as in niko's release, nothing added or changed) version of the engine? If Asteroids was compiled with even a slightly different version (any of the headers being different is the main thing) then it would not necessarily run with your dll. Try compiling one of the examples with your recompiled engine and see if it runs
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

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bal
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Location: Geluwe, Belgium

Post by bal »

I think you need the DirectX9.0c SDK since version 0.7. Correct me if I'm wrong.
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stern-wf
Posts: 7
Joined: Wed Jun 16, 2004 11:20 am
Location: Wolfenbüttel, Germany

DX-SDKs-mess

Post by stern-wf »

First, thanx for answers.

I don't change any compiler- or linker-options
and the 'AsteroidsGame' from the 'DustyEngine'
seems to work with the origin-irrlicht-dll.

Other simple programs haven't (unfortunatly)
any bugs and the engine compile without
warnings.

It was an good idea to update the dx-sdk.
(Puuhh, 222Mb without a flat-line)

Now my result library is now 32 kB smaller.
Hurray, but it's not working, too :-(


I'm confused about the DX-SDKs:

When I'm uninstall the SDK before I'm install the
december-"Update", then the compile fails
because of missing DX8 thinks.

What is then the right way to install
"the DirectX 9.0 c"-SDK ?? :?

First 9.0a, then 'dec2004-Update' or ...???
(Give it a "irrlicht-compatible DX-SDK Install-Tutorial??)

:evil: It's a pity, what Micro$oft makes with DX-SDKs
- 8a..b..,9a..b..c, 'summer-update',
'december-update', 'MyUncleTomsWife-Update' ...
(and ever >200Mb for an UPDATE) GGggrrrrhhhh

Thomas
Guest

Post by Guest »

why dont you just use opengl? directx sucks and so does microsoft. use devc++ and opengl, that solution is completely free and GPL´ ed, + you can even go commerical if you have something like that in mind, with this vc++ author edition you can not!
stern-wf
Posts: 7
Joined: Wed Jun 16, 2004 11:20 am
Location: Wolfenbüttel, Germany

Post by stern-wf »

GFXstyLER wrote:why dont you just use opengl? directx sucks and so does microsoft. use devc++ and opengl, that solution is completely free and GPL´ ed, + you can even go commerical if you have something like that in mind, with this vc++ author edition you can not!
For my own applications i use mostly opengl or -better -user can decide gl or dx, but
this test-app seems to encapsulate dx-funcs in some way (I won't browse the whole source :oops: )?!

'Only OpenGL' it's just for Linux-fans
(I hate Linux :x , because I'm spending too much time (life-time!) for solving any f**king problems of hardware incompatibes..raid ect.).

Good games are only under Windows and most gamers use Windows 8) .

DirectX isn't so bad because of 'multimedia as a whole' and
-correct me, if I'm wrong- some special functionallity of dx
(shaders??) is better as in OpenGL (or missing in GL).

In respect of your author edition-argument you're right.
By my search to solve my problem I'm found
the 'Code::Blocks-IDE', that's really great !!!
(no more 'vc++ author edition' :D ).
DevC++ sucks because of buggy vc-import-func. and
the dx-packages comes mostly late.
MinGW produces too big *.exe, too.


Anyway, by now I can't solve
my DX-SDK install-problem... :cry:
stern-wf
Posts: 7
Joined: Wed Jun 16, 2004 11:20 am
Location: Wolfenbüttel, Germany

Post by stern-wf »

Okay okay, thanks for all, but
now I'm solved this problem!


Woohhwww, what a fight ...
...I'm went in this trap again :? :roll: :


The test-app.
('AstroidGame' from 'DustyEngine')
use the
"Dev-c++(MinGW)-generated"- Irrlicht.DLL
and I tried with my
"VC++-generated" - Irrlicht.DLL.

I forget, these both are not really and ever compabible.


That's why I'm irritated of the size-difference, too.

Sorry, a carelessness :oops:

Thomas


P.S.:
Anyway, to update the DX-SDK was a good idea
(I think, the best way is to install
'dxsdk9.0b_summerupdated.exe' and then the
'dxsdk_dec2004.exe' (not 'dxsdk_apr2005.exe')
in the same directory - perhaps ..I hope so :? ?!)
roninmagus
Posts: 91
Joined: Fri Oct 31, 2003 5:03 am

Post by roninmagus »

I apologize for not seeing this earlier or I would have told you that the asteroidsgame uses the Dev-c++ version, it is a stock, unaltered Irrlicht 0.9, just the dev-c++ dll :) Sorry!
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