game states / ODE / freeflight / XML io all-in-one demo
in the one state demo this is what i get
/Game.h|67|error: declaration of ‘State<Game, irr::SEvent>* Game::SState::State’|
/State.h|12|error: changes meaning of ‘State’ from ‘class State<Game, irr::SEvent>’|
it also does the same thing in the original but its a bit more outdated.
/Game.h|67|error: declaration of ‘State<Game, irr::SEvent>* Game::SState::State’|
/State.h|12|error: changes meaning of ‘State’ from ‘class State<Game, irr::SEvent>’|
it also does the same thing in the original but its a bit more outdated.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
I somehow glazed over this thread. Having free flight, physics, and a statemachine all working together in an example with source code is a very good thing for my project. We have free flight and a statemachine, but the physics will be out next step.
The Open Descent Foundation is always looking for programmers! http://www.odf-online.org
"I'll find out if what I deleted was vital here shortly..." -d3jake
"I'll find out if what I deleted was vital here shortly..." -d3jake
I compiled single-state sample with no worries toovitek wrote:Then paste the first 5. I was able to unrar the one-state example and get it to compile and link just by setting the include and library paths.
But complete sample is some sort of pain in the ass
All the errors consist of missing headers and class definitions. I have tried to change the paths, include paths but this won't work at all I think I need to try harder with VC++
Will write back the results in the evening, really want to get it work and get some ideas for my design, since the author has studied software engineering and has much much more knowledge
Got really hardcore on it! Am trying to fix it to compile on VC++ 2008 and will do it till the end and write any progress here..
Here I start:
It's like headers won't communicate with each other or something like this..
Update1:
And I was actually correct! Some headers won't make contact with each other! >:C After some hardcore pathchanging, missing header including (like only IrrlichtDevice included where IGUIEnvironment is used and so on) moved forward a bit..
Moving forward
Update2:
Whew got down to 10 errors But now I am REALLY SCREWED Since I don't know what is wrong..
In Terrain.h I have:
which spits me the error:
any advices? Since this only conversion IS the LAST element in completing and sharing this demo (built with SVN irrlicht, newest irrKlang and not so new ODE ) :S
Update3:
FINALLY! After so much mind blowing time I have finally managed to get it to work, but issues with terrain (or maybe not, dunno) makes it terribly slow(max 24FPS on 3.4GHz P4 ).. Will try to track down the issue and report back
Here I start:
Code: Select all
1>Build log was saved at "file://d:\Andrew\Creative Stuff\CPP Projects\ODE demo\ODE demo\Debug\BuildLog.htm"
1>ODE demo - 365 error(s), 16 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Update1:
And I was actually correct! Some headers won't make contact with each other! >:C After some hardcore pathchanging, missing header including (like only IrrlichtDevice included where IGUIEnvironment is used and so on) moved forward a bit..
Code: Select all
1>Build log was saved at "file://d:\Andrew\Creative Stuff\CPP Projects\ODE demo\ODE demo\Debug\BuildLog.htm"
1>ODE demo - 89 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Update2:
Whew got down to 10 errors But now I am REALLY SCREWED Since I don't know what is wrong..
In Terrain.h I have:
Code: Select all
const void makeTriMeshData()
{
irr::scene::IDynamicMeshBuffer* mb;
this->terrain->getMeshBufferForLOD(mb, 0);
Code: Select all
error C2664: 'irr::scene::ITerrainSceneNode::getMeshBufferForLOD' : cannot convert parameter 1 from 'irr::scene::IDynamicMeshBuffer *' to 'irr::scene::IDynamicMeshBuffer &'
Update3:
FINALLY! After so much mind blowing time I have finally managed to get it to work, but issues with terrain (or maybe not, dunno) makes it terribly slow(max 24FPS on 3.4GHz P4 ).. Will try to track down the issue and report back
Murloc992 upload the code somewhere.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
Yeah, sorry. Affected by that mind that I actually succeeded I forgot to do this.
Here you go:
Binary Demo (MediaFire)
Source Code+Project (MediaFire)
NOTES:
I have compiled it with:
If anyone can check it why it is so slow I wil really appreciate it
And YES there are some troubles with particles that I can't track down
Main terrain problems start at line 33 of the Terrain.h.
That's all for now. Waiting for news.
Here you go:
Binary Demo (MediaFire)
Source Code+Project (MediaFire)
NOTES:
I have compiled it with:
- *SVN Irrlicht
*IrrKlang 1.3.0
*ODE 0.11
If anyone can check it why it is so slow I wil really appreciate it
And YES there are some troubles with particles that I can't track down
Main terrain problems start at line 33 of the Terrain.h.
That's all for now. Waiting for news.
Danger! Danger, Will Robinson!
Just a heads up to you guys, When I run the windows binary on my Vista system, I get a DEP warning/alert from my system. Windows apparently sees protected memory locations being used dangerously and suspects a virus is at work.
Someone might want to double-check that binary AND/OR the source code to see what the deal is.
Also, it looks really suspicious when my screen blacks out before the visuals appear; I would request an option to run this in a non-fullscreen window.
Anyhow, it looks awesome! Thanks!
Someone might want to double-check that binary AND/OR the source code to see what the deal is.
Also, it looks really suspicious when my screen blacks out before the visuals appear; I would request an option to run this in a non-fullscreen window.
Anyhow, it looks awesome! Thanks!
C'mon! Compile already!
Re: Danger! Danger, Will Robinson!
Explains all the virus warnings, performance issues and so on.Cyrano wrote:on my Vista system!
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im on windows and it acted weird. I was able to play and fly around but whenver I held left or right click it would show a laser or yellow lines under the ship and freeze. It would stay frozen until I let go of the buttons. But it was just the screen that froze, the game still went on and my ship would teleport when it unfroze.
and if I crashed into the ground or into the giant lady the game crashed. "demo.exe has stopped wroking blahblahblah"
It was pretty entertaining imo, the camera made me turn my head lol
and if I crashed into the ground or into the giant lady the game crashed. "demo.exe has stopped wroking blahblahblah"
It was pretty entertaining imo, the camera made me turn my head lol
Yeah about the performance all I did was just recompiling, so no improvements tho, or maybe I have even screwed something up. And about that crashing I think there's no collision event check between ground and the ship.grumpymonkey wrote:im on windows and it acted weird. I was able to play and fly around but whenver I held left or right click it would show a laser or yellow lines under the ship and freeze. It would stay frozen until I let go of the buttons. But it was just the screen that froze, the game still went on and my ship would teleport when it unfroze.
and if I crashed into the ground or into the giant lady the game crashed. "demo.exe has stopped wroking blahblahblah"
It was pretty entertaining imo, the camera made me turn my head lol