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See http://gamekit.org or http://gamekit.googlecode.com A basic cross-platform 3D game engine around Lua, Bullet, .blend files, Ogre or Irrlicht.

Python 0.12% CMake 0.70% C++ 81.27% HTML 1.19% CSS 0.04% Lua 0.02% C 12.63% Objective-C 0.49% Objective-C++ 1.82% Java 0.01% Shell 0.92% Makefile 0.05% Groff 0.45% Inno Setup 0.01% Assembly 0.01% R 0.01% Yacc 0.05% Lex 0.12% Batchfile 0.01% Module Management System 0.09%

gamekit's Introduction

gamekit

The goal of gamekit is to create a basic game engine that allows fast prototyping build around open source software free for commercial use.

  • Using Ogre or Irrlicht for graphics, Bullet for physics, OpenAL for sound
  • OgreKit is most actively developed and in svn/trunk, the suspended Irrlicht version is in svn/branches/IrrKit.
  • Engine is written in C++ and the game logic can be done in C++, Lua scripting or logic bricks
  • Reads all data from Blender .blend files, with future FBX import planned
  • Free from viral licenses: only using components using MIT/BSD/Zlib style licenses
  • CMake cross-platform build system support that works out-of-the-box, see http://cmake.org
  • Gamekit supports Windows and Mac OSX, Linux, Android and iPhone.

Building

Use cmake on Windows, Linux and MacOSX should build without further configuration, all dependencies are included in the source tree.

It is easiest to use ''cmake-gui'' to configure all settings and create the build files. Alternatively you can use the commandline cmake tool, for example for MacOSX creating GNU Makefiles using CMake:

mkdir gmake
cd gmake
cmake ..
make

Here are a examples to generate other build / project files, just run cmake without arguments to see other options:

cmake .. -G Xcode
cmake .. -G "Visual Studio 12"
cmake .. -G "Ninja"
cmake .. -G "CodeBlocks - Unix Makefiles"

Further information

See:

gamekit's People

Contributors

dertom95 avatar erwincoumans avatar

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gamekit's Issues

irrkit compile issue

having compile issues with gcc, made myself a codeblocks project for it if anyone needs it.

gamekit-IrrKit/gamekit/bCommon.h|35|error: type/value mismatch at argument 1 in template parameter list for ‘template<class Key, class Value> class btHashMap’|

/gamekit-IrrKit/gamekit/bMain.h|38|error: ‘btHashInt’ was not declared in this scope|

Full blender game,support?

is it possible to support blender game logic and python
from 2.75 ?

I have a 2.75 project that I want to publish using GameKit
and use it to pay to develop the bge.

Build for iOS error

$ cmake .. -G Xcode -DOGREKIT_BUILD_IPHONE=1


-- -- Graphic backend is Ogre-1.9a


CMake Error at CMake/Packages/FindOpenGLES.cmake:39 (create_search_paths):
Unknown CMake command "create_search_paths".
Call Stack (most recent call first):
CMake/DependenciesOgreKit.cmake:30 (find_package)
CMake/ConfigOgreKit.cmake:142 (include)
CMakeLists.txt:76 (configure_ogrekit)

-- Configuring incomplete, errors occurred!

PS: Yosemite, Xcode6

AppcppDemo xcode runtime error.

WINDOW handle: 0x2010770
Engine: Failed to load resource file!
'res.cfg' file not found!
Texture char_momo_col not packed! Try to locate it via ogre-resources in group:'CppDemo'
BlendLoader: Unknown exception
GameLevel: Blend 'Momo.blend' loading failed
Engine: Can't run with out a registered scene. exiting
CppDemo: failed to initialize main loop.

macOSX
Is the blendloader bug ,OR just my resource path wrong?
BTW,find .. -name res.cfg get nothing.
Where is the res.cfg?

Import bullet by submodule rather than directly importing into a folder

Using git submodule you can add other git projects in a subdirectory of your own git project. This is preferrable over directly importing into a folder as any update to the bullet project will just require one changed line in the .gitmodules file. Furthermore, when you already have bullet on your computer you can just copy the folder over without any problems as you need to do a manual git submodule update --init to clone bullet the first time you clone the gamekit repo onto your computer.
It will save a lot of disk space and bullet related git messages in our git commit messages.

Trying to contact with you guys

Hello guys, I tested some Gamekit project. Just want to say. Gamekit is great!
But I'v tried everything to contact with you guys (ask question on gamekit.org and my account got freeze. Ask on blenderartist and no one replied. Sent an e-mail and didn't receive reply either) and this is the only way left I didn't try.

Just want to ask, how are you guys now? I think Gamekit is great and I want to learn it. Also I would be very happy to bring this project to China. Where I live. What do you think?

BryanHan
韩百川

Clarification about GameObjects and Entities? + Manual creation?

Hello there,

I was wondering if anyone with deeper knowledge of the engine could elaborate on the workings of gkGameObject and gkEntity. One's intuition for creating a new type of game entity would be to either extend GameObject or Entity (The difference between these two classes is also unclear to me), but looking at the constructor of these classes shows that they are not meant to be created manually, but through gkGameObjectManager. This however doesn't allow any extended class to be created this way without uglyness (adding a new function to GameObjectManager).
When looking at the vehicle demo sample, gkVehicle, a new entity class, does not inherit at all from a object related class, but simply contains different parts of the vehicle as GameObjects. While I can imagine this being the intended way to create a new object type, I still see a problem with lack of standardisation. Wouldn't it make more sense for there to be a class you can easily extend to make a new object type?

Unless i'm missing something important, one of the following should have to happen:

  1. GameObject/Entity should have an additional constructor for manual creation. (Which of the two?)
  2. A new class is created, inheriting from GameObject/Entity allowing manual creation.

While I would gladly do the work to implement this, I would like the opinion and advice from other people before starting.

I would also like to turn any insightful comments about this question into documentation, as this project absolutely deserves better documentation.

Thanks,
Cornee Traas

gamekit doesn't build anymore, requires external dependencies

One of the main goals for gamekit is to have it build without requiring the installation of external dependencies. Right now there are errors on ubuntu. Gamekit should not depend on them by default:

GTK2_ATK_INCLUDE_DIR
GTK2_CAIRO_INCLUDE_DIR-NOTFOUND
GTK2_PANGO_INCLUDE_DIR-NOTFOUND
etc.

cannot compile for Android

Hi everyone,
I'm pretty new in Android and Gamekit world and I tried to follow several tutorials but I couldn't compile it for Android. I'm using W7 but I also tried in Ubuntu in a VM.
Do you have a dummy step by step tutorial to compile gamekit for android? I need the libraries to port a project to android and I'm stuck there. I can't find nor compile the libraries (libRocket, libOpenSteer, libBulletSoftBody....)

Any help would be so appreciated.

Many many thanks!!
Fernando

Opengl renderer seems to be broken on windows system

Hi .
Like other forum's users , i had problems to run the demo apps with visual studio .
thread : http://gamekit.org/forum/viewtopic.php?f=3&t=3717

I've found that finally it's because of the OgreMain part , that fails to create a window with OGRE_RS_GL.
In OgreRoot.cpp :

RenderWindow* Root::createRenderWindow(const String &name, unsigned int width, unsigned int height,
bool fullScreen, const NameValuePairList *miscParams)
{
if (!mActiveRenderer)
{
OGRE_EXCEPT(Exception::ERR_INVALID_STATE,
"Cannot create window - no render "
"system has been selected.", "Root::createRenderWindow");
}

But using OGRE_RS_D3D9 in gkApplication.cpp instead , the program runs . ( AppCppDemo )

int main(int argc, char** argv)
{
TestMemory;

gkLogger::enable("AppCppDemo.log", GK_CPP_VERBOSE_LOG);

gkUserDefs prefs;
prefs.rendersystem = OGRE_RS_D3D9;
...
...

`

I'm in gamekit sdk for few hours only , i haven't tested yet the d3d renderer for the other demos ,
but they all failed with GL .
Duno why yet ...

Cmake error "Project files may be invalid"

Hello,
I am trying to make on windows using cmake GUI, making for visual studio 2010, and I keep getting the the message "error in configuration process, project files may be invalid", please find the log below:


-- Graphic backend is Ogre-1.9a

mobile rtshader
Add to your PATH: D:/Gamkit2/gamekit-master/Dependencies/Win32/gles2/bin
Looking for DirectX9...
Could not locate DirectX9
Looking for DirectX...
Could not locate DirectX
Looking for DirectX11...
Could not locate DirectX11


-- The following external packages were located on your system.
-- This installation will have the extra features provided by these packages.

  • OpenGLES
  • OpenGLES2

+ OpenGLES2

-- The following OPTIONAL packages could NOT be located on your system.
-- Consider installing them to enable more features from this software.

+ DirectX11: Support for the DirectX11 render system http://msdn.microsoft.com/en-us/directx/

DEP_INCLUDES: D:/Gamkit2/gamekit-master/Dependencies/Source/FreeType/include;D:/Gamkit2/gamekit-master/Dependencies/Source/FreeImage/ZLib;D:/Gamkit2/gamekit-master/Dependencies/Source/OIS/include;D:/Gamkit2/gamekit-master/Dependencies/Source/GameKit/Utils;D:/Gamkit2/gamekit-master/Dependencies/Source/GameKit/AnimKit;D:/Gamkit2/gamekit-master/Tools/FileTools/File;D:/Gamkit2/gamekit-master/Tools/FileTools/FileFormats/Blend
CMake Error at CMakeLists.txt:175 (file):
file COPY cannot find "D:/Developer/Installs/gamkit/systemlibs".

Looking for Cg...
Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
Could not locate Cg
Configuring OGRE 1.9.0
Creating Unity build files for target OgreMain
D:/Developer/Installs/gamkit/OgreMain/compile_OgreMain_0.cpp is up to date.
D:/Developer/Installs/gamkit/OgreMain/compile_OgreMain_1.cpp is up to date.
D:/Developer/Installs/gamkit/OgreMain/compile_OgreMain_2.cpp is up to date.
D:/Developer/Installs/gamkit/OgreMain/compile_OgreMain_3.cpp is up to date.
D:/Developer/Installs/gamkit/OgreMain/compile_OgreMain_4.cpp is up to date.
Creating Unity build files for target RenderSystem_GLES2
D:/Developer/Installs/gamkit/RenderSystem_GLES2/compile_RenderSystem_GLES2_0.cpp is up to date.
D:/Developer/Installs/gamkit/RenderSystem_GLES2/compile_RenderSystem_GLES2_1.cpp is up to date.
Creating Unity build files for target Plugin_ParticleFX
D:/Developer/Installs/gamkit/Plugin_ParticleFX/compile_Plugin_ParticleFX_0.cpp is up to date.
Creating Unity build files for target OgreRTShaderSystem
D:/Developer/Installs/gamkit/OgreRTShaderSystem/compile_OgreRTShaderSystem_0.cpp is up to date.
Creating Unity build files for target OgreOverlay
D:/Developer/Installs/gamkit/OgreOverlay/compile_OgreOverlay_0.cpp is up to date.
OGREKIT_OGRE_LIBS: OgreMain;OgreOverlay;FreeImage;freetype;GameKitUtils;OIS;ZLib;AnimKit;fbtFile;bfBlend;OgreRTShaderSystem;D:/Gamkit2/gamekit-master/Dependencies/Android/OpenAL/bin/armeabi-v7a/libopenal.so;OggVorbis;Lua;ZZipLib
Creating Unity build files for target OgreKitCore
D:/Developer/Installs/gamkit/Bin/OgreKitCore/compile_OgreKitCore_0.cpp is up to date.
D:/Developer/Installs/gamkit/Bin/OgreKitCore/compile_OgreKitCore_1.cpp is up to date.
D:/Developer/Installs/gamkit/Bin/OgreKitCore/compile_OgreKitCore_2.cpp is up to date.
D:/Developer/Installs/gamkit/Bin/OgreKitCore/compile_OgreKitCore_3.cpp is up to date.
D:/Developer/Installs/gamkit/Bin/OgreKitCore/compile_OgreKitCore_4.cpp is up to date.
zlib target:ZLib
CMake Error at Samples/AndroidDemo/Shared/CMakeLists.txt:36 (if):
if given arguments:

"LESS" "14"

Unknown arguments specified

CMake Warning (dev) in Samples/OgreDemo/CMakeLists.txt:
Syntax Warning in cmake code at

D:/Gamkit2/gamekit-master/Samples/OgreDemo/CMakeLists.txt:53:23

Argument not separated from preceding token by whitespace.
This warning is for project developers. Use -Wno-dev to suppress it.

Configuring incomplete, errors occurred!
See also "D:/Developer/Installs/gamkit/CMakeFiles/CMakeOutput.log".

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