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you have to edit stdint in zziplib like this otherwise it gets build errors
with redefinitions.
typedef unsigned _zzip___int64 uint64_t;
//typedef _zzip___int64 int64_t;
also for sound support use cAudio 2 its really good.
Original issue reported on code.google.com by [email protected]
on 22 Feb 2010 at 2:17
Topic says enough.
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:09
What steps will reproduce the problem?
1. trying to build with cmake then make
2.
3.
What is the expected output? What do you see instead?
http://www.pasteall.org/8487
What version of the product are you using? On what operating system?
ubuntu 9.10 64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 19 Oct 2009 at 7:15
Blender supports compressed .blend files, they are .blend files zipped.
They can be simply unzipped using any .zip decompressor, such as zlib.
As Blender 2.50 compresses by default, add support for this.
Original issue reported on code.google.com by erwin.coumans
on 27 Nov 2009 at 3:29
It will be nice to have non-exclusive input for the mouse & keyboard. (This
will allow us interact with other windows while running GameKit app. Also
will allow us to put breakpoints (debugging...).
This is the code to add in gkWindowSystem::createMainWindow :
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
//////////////////////
// Non-exclusive input
params.insert(std::make_pair(std::string("w32_mouse"),
std::string("DISCL_FOREGROUND" )));
params.insert(std::make_pair(std::string("w32_mouse"),
std::string("DISCL_NONEXCLUSIVE")));
params.insert(std::make_pair(std::string("w32_keyboard"),
std::string("DISCL_FOREGROUND")));
params.insert(std::make_pair(std::string("w32_keyboard"),
std::string("DISCL_NONEXCLUSIVE")));
#else
params.insert(std::make_pair(std::string("x11_mouse_grab"),
std::string("false")));
params.insert(std::make_pair(std::string("x11_mouse_hide"),
std::string("false")));
params.insert(std::make_pair(std::string("x11_keyboard_grab"),
std::string("false")));
params.insert(std::make_pair(std::string("XAutoRepeatOn"),
std::string("true")));
#endif
Original issue reported on code.google.com by [email protected]
on 16 Feb 2010 at 3:24
It would be nice to have at core level some support to visualize physic
shapes...
Original issue reported on code.google.com by [email protected]
on 15 Feb 2010 at 11:50
It does not make sense to block an OR-IF node if one of the input socket is
blocked. I would like to have it blocked if both inputs are blocked...
To solve it, we can make the gkLogicNode::block method as virtual and
redefine the blocking logic in gkIfNode::block. Something like this could
solve the problem:
void gkIfNode::block(bool truth)
{
if(mStatement == CMP_OR && truth)
{
truth = mSockets[0].isBlocked() && mSockets[1].isBlocked();
}
gkLogicNode::block(truth);
}
Original issue reported on code.google.com by [email protected]
on 15 Feb 2010 at 9:11
New classes: OgreBlend and BulletBlendReaderNew are not using core classes.
Why?
In fact core directory is depreciated in CMakeList.txt
Original issue reported on code.google.com by [email protected]
on 3 Feb 2010 at 1:52
gamekit-read-only/gamekit/BulletBlendReaderNew.cpp:23:37: error:
LinearMath/btserializer.h: No such file or directory
Make a correct relative path:
#include "../LinearMath/btserializer.h"
Or fix this with cmake include directories.
Original issue reported on code.google.com by [email protected]
on 13 Feb 2010 at 12:51
Right now it is not easy to develop basic prototypes for PC, Mac and iPhone.
Create some simple framework that makes it easier.
Original issue reported on code.google.com by erwin.coumans
on 8 Nov 2009 at 7:14
gkMouseNode is missing output socket for mouse pressed buttons:
For example for left (mouse) button this could be the code:
In the constructor add the following line:
ADD_OSOCK(mSockets[8], this, gkLogicSocket::ST_BOOL); //Left button pressed
In gkMouseNode::evaluate add the following:
mSockets[8].setValue(dev.isButtonDown(gkMouseDevice::BUTTON_LEFT));
Original issue reported on code.google.com by [email protected]
on 10 Feb 2010 at 12:06
Ok, so it's not exactly an issue (I don't know where suggestions go for
this project), but I thought it would be a nice option to have.
I already hacked it together on my own (diff attached), but it's probably
butchering things (because C++ is not exactly in my comfort zone).
Anyway, I like the whole idea behind the project. Keep up the good work.
-Social
Original issue reported on code.google.com by [email protected]
on 26 Oct 2009 at 8:21
Attachments:
There is not support to register a gkLogicNode in order to get notifications
for collisions...
Original issue reported on code.google.com by [email protected]
on 19 Feb 2010 at 2:50
This is not an issue! (just a question)
I am very interested in this project and I will like to know if gamekit
will have continuity. (Since I did not see many changes lately...)
Currently gamekit does not read game logic data (logic bricks) from blend
file. I have seen some code for reading physics from blend files (but is
not fully implemented and the code does not look stable...)
I would appreciate if someone can answer this question!!!
Thanks!
Original issue reported on code.google.com by [email protected]
on 9 Feb 2010 at 4:46
What steps will reproduce the problem?
1. cd gamekit-read-only
2. cmake -G "Unix Makefiles"
3. make
What is the expected output? What do you see instead?
http://www.pasteall.org/8491
What version of the product are you using? On what operating system?
Mandriva 2009.1
Please provide any additional information below.
Patch attached to fix this error.
Original issue reported on code.google.com by [email protected]
on 19 Oct 2009 at 8:59
Attachments:
Looks like the path generated by gkPath::directory is not recognized as a
valid directory by gkPath::isDir function because the last separator added
at the end of the path.
See example in OgreKit/Tests/ImplTest/Main.cpp
gkPath p(argv[0]);
if (p.isFile())
{
p = p.directory();
if (p.isDir())
{
// *** WILL NEVER ENTER HERE ***
p.append("OgreKitStartup.conf");
if (p.isFile())
defs.load(p.getPath());
}
Original issue reported on code.google.com by [email protected]
on 3 Feb 2010 at 9:19
What steps will reproduce the problem?
1. ./GameKit clubsilo_packed.blend(from gamekit directory)
2. doesnt load
3.
What is the expected output? What do you see instead?
I expected it to load other files than just Animationbaked.blend. I delete
that file trying to get it to work. Could you post 1 or 2 lines on usage?
What version of the product are you using? On what operating system?
Ubuntu9.10 64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 21 Oct 2009 at 3:57
it's impossible to build on linux due to wrong filename case
here is patch
~/src/gamekit$ svn di
Index: gamekit/BulletBlendReaderNew.cpp
===================================================================
--- gamekit/BulletBlendReaderNew.cpp (revision 214)
+++ gamekit/BulletBlendReaderNew.cpp (working copy)
@@ -20,7 +20,7 @@
#include "bMain.h"
#include "bBlenderFile.h"
#include "btBulletFile.h"
-#include "LinearMath/btserializer.h"
+#include "LinearMath/btSerializer.h"
#include "BulletCollision/Gimpact/btGImpactShape.h"
#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
Original issue reported on code.google.com by [email protected]
on 11 Feb 2010 at 11:54
simplestate.blend and luahelloworld.blend load fine
any of the blend 32 bit blends with logic segfault,resaving them as 64 bit
blend files load fine on 64 bit arch though.
great work! you guys have been working hard it shows!
Original issue reported on code.google.com by [email protected]
on 22 Feb 2010 at 2:33
What steps will reproduce the problem?
1. get latest trunk
2. cmake . -G Xcode
3. open GAMEKIT.xcodeproj
4. build
What is the expected output? What do you see instead?
Expected:
Build succeeded without errors or warnings.
I get 2 errors and 272 warnings:
/Users/filipkunc/Documents/Programming/trunk/gamekit/BulletBlendReader.cpp:2520:
0
/Users/filipkunc/Documents/Programming/trunk/gamekit/BulletBlendReader.cpp:2520:
error:
cast from ‘BlendBlock*’ to ‘uint32_t’ loses precision
/Users/filipkunc/Documents/Programming/trunk/gamekit/BulletBlendReader.cpp:2911:
0
/Users/filipkunc/Documents/Programming/trunk/gamekit/BulletBlendReader.cpp:2911:
error:
cast from ‘BlendBlock*’ to ‘uint32_t’ loses precision
What version of the product are you using? On what operating system?
Mac OS X 10.6.2, Xcode 3.2.1, GCC 4.2. Latest revision in trunk.
Please provide any additional information below.
I think that problem lies in $(ARCHS_STANDARD_32_64_BIT) setting in
Architectures of project.
It builds without errors in 32 bit Universal setting, but there are still 272
warnings.
Hope it helps.
Original issue reported on code.google.com by [email protected]
on 5 Jan 2010 at 10:44
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderartists.org/forum/showthread.php?t=175863&page=4
http://www.gamedev.net/community/forums/topic.asp?
topic_id=556187&PageSize=25&WhichPage=4
Original issue reported on code.google.com by erwin.coumans
on 10 Jan 2010 at 7:23
Attachments:
This functionality is needed in order to have issue 32 implemented.
Original issue reported on code.google.com by [email protected]
on 10 Feb 2010 at 3:29
64bit or big-endian .blend files are not supported indeed.
Those .blend files have to be load and saved by a 32bit little-endian Blender
version for now.
Original issue reported on code.google.com by erwin.coumans
on 1 Jun 2009 at 4:09
I found some problems with the OIS library inside OgreKit. This library is
not using DirectX for windows...
Some of the problems are:
1-) gkInternalWindowSystemPrivate::keyReleased function is never called...
2-) gkInternalWindowSystemPrivate::mousePressed is called sometimes (not
always when you press a mouse button...)
I have tried compiling OIS 1.2.0 from
http://sourceforge.net/projects/wgois/files/Source%20Release/1.2/ois_1.2.0.
zip/download
and everything work properly with that version.
It is a pity the OIS library inside GameKit (for windows) does not work
correctly!!!
Note: I have tried also compiling with the "win32native" version and the
bad behavior persist...
Any help?
Original issue reported on code.google.com by [email protected]
on 4 Jan 2010 at 3:30
What steps will reproduce the problem?
1. Make
What is the expected output? What do you see instead?
............
............
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp: In constructor
‘bParse::bFile::bFile(const char*)’:
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp:51: error: ‘malloc’
no se declaró en este ámbito
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp: In destructor
‘bParse::bFile::~bFile()’:
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp:87: error: ‘free’
no se declaró en este ámbito
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp: In member function
‘void bParse::bFile::parseHeader()’:
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp:109: error:
‘memcpy’ no se declaró en este ámbito
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp:112: error:
‘strncmp’ no se declaró en este ámbito
/home/lordloki/Multimedia/CVS/gamekit/gamekit/bFile.cpp:119: error: ‘atoi’
no se declaró en este ámbito
..........
..........
What version of the product are you using? On what operating system?
linux Mandriva 2009.1
Please provide any additional information below.
I have attached a little fix
Original issue reported on code.google.com by [email protected]
on 17 Nov 2009 at 10:44
Attachments:
Add an example of creating a Bullet ragdoll from a Ogre animation.
See also discussion here:
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=54587#p371085
Original issue reported on code.google.com by erwin.coumans
on 3 Jan 2010 at 9:14
Currently, GameKit supports Irrlicht and oolong Engine for graphics.
Now Ogre 1.7 goes MIT license, we can do an integration. Some
projects/propotypes might work
better with Irrlicht, others with Ogre.
Original issue reported on code.google.com by erwin.coumans
on 2 Nov 2009 at 4:09
Blender Game Engine supports Bullet soft body, and all data is available in
the .blend file. Extract it and use it!
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:11
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 5 Jan 2010 at 11:11
when i compile TEST_ECHO_BLEND_READER 0 defined it loads all the blends you
supplied nicely.
but TEST_ECHO_BLEND_READER 1 I gdb'd the segfault with it enabled
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 ()
also i had to change
BlendBlock * curveblockptr = blend_block_from_blendpointer(bf,
(uint32_t)ptr); to uint64_t to make it compile on 64bit
Original issue reported on code.google.com by [email protected]
on 25 Nov 2009 at 4:16
LUA is one of the popular scripting languages used in games, so experiment
with an example.
http://www.lua.org/
Original issue reported on code.google.com by erwin.coumans
on 21 Dec 2009 at 7:58
It would be nice to extract from gkScene the limits for all the static
objects.
The interface could be something like this:
const Ogre::AxisAlignedBox& gkScene::GetLimits() const;
This will allow me implementation of a depth map to be used in pathfinder
algorithm (A*)
Original issue reported on code.google.com by [email protected]
on 17 Feb 2010 at 12:07
topic says enough.
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:11
This little patch will make GameKit compile under Linux, thanks Olm-Z for
the X11_VIDMODE tip.
Plus, added a fix for compiling libpng under 64 bits (the MMX support fails
at linking time)
I tested under Fedora 9 64 bits and it compiled and the clubsilo demo runs
wonderfully :D.
Original issue reported on code.google.com by [email protected]
on 1 Jun 2009 at 8:15
Attachments:
For now please use Blender 2.49b and press L key, make local all.
Original issue reported on code.google.com by erwin.coumans
on 28 Nov 2009 at 4:41
Extract logic brick information from the .blend
Implement a basic logic system, similar/compatible with those logic
bricks/BGE
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:08
It will be nice to define gkLogicTree::createNode as a template method.
This will avoid to update the big switch (in the cpp) every time we create
a new node.
This is my proposal. Change gkLogicTree::createNode in the header file for
the following code (and remove cpp implementation):
template<class T>
T* createNode()
{
T* pNode = new T(this, m_uniqueHandle);
GK_ASSERT(pNode);
if(m_object) pNode->attachObject(m_object);
m_nodes.push_back(pNode);
m_uniqueHandle ++;
return pNode;
}
Original issue reported on code.google.com by [email protected]
on 16 Feb 2010 at 10:49
http://img696.imageshack.us/img696/9127/screenshotxc.png
sorry for posting so many bugs but it wont let me comment on previous issues
Original issue reported on code.google.com by [email protected]
on 22 Feb 2010 at 2:38
What steps will reproduce the problem?
1. load this blend http://tecan.ath.cx/monkit2.blend
2. because its one mesh you only see one texture.
3.
Original issue reported on code.google.com by [email protected]
on 4 Dec 2009 at 10:08
This functionality is needed if we want to use wheelDelta as an input socket.
Original issue reported on code.google.com by [email protected]
on 10 Feb 2010 at 3:31
reading larger .blend files is low. This is mainly due to excessive memory
re-allocations, and linear
searches.
Re-write some of this, so the library is useable on iPhone, and for larger
.blend files.
Original issue reported on code.google.com by erwin.coumans
on 20 Oct 2009 at 12:31
Current implementation for logic nodes is missing this functionality.
My proposal is in attached files. (I did not do anything special: proposal is
almost identical to gkKeyNode class)
Original issue reported on code.google.com by [email protected]
on 16 Feb 2010 at 11:54
Attachments:
Look into open source (MIT/BSD/Zlib licensed) networking libraries and add
support for this.
enet: http://enet.bespin.org is one candidate.
Original issue reported on code.google.com by erwin.coumans
on 26 Dec 2009 at 3:45
See the hinge.blend and chain_demo_1.0.blend in the gamekit folder
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:06
For the following "test13" function: the gkMathNode::update method is
called just one time (only for the first tick). If I am not wrong it should
be called for every tick since "pMathNode" does not have direct dependency
with "pKeyNode". Instead of that "pMathNode" is blocked after the first
tick because has an input socket linked to "pMouseNode" and this last one
is indirectly blocked because "pKeyNode".
I could solve this issue in two ways:
1) Creating another mouse node for the math node.
I do not like this solution because in a graph, nodes (same instance) can
be reused. (And this looks to me as a hard-restriction...)
2) Changing gkLogicTree::findSubNodeForward method to not include input
sockets relations...
Am I missing something?
void test13(gkSceneObject* pScene)
{
gkCameraObject* pCamera = pScene->getMainCamera();
gkLogicTree* pTree = gkLogicManager::getSingleton().create();
gkLogicNode* pMouseNode = pTree->createNode(NT_MOUSE);
gkLogicNode* pMathNode = pTree->createNode(NT_MATH);
pMathNode->getInputSocket(0)->link(pMouseNode->getOutputSocket(1));
pMathNode->getInputSocket(1)->link(pMouseNode->getOutputSocket(2));
gkKeyNode* pKeyNode= static_cast<gkKeyNode*>(pTree-
>createNode(NT_KEY));
pKeyNode->getInputSocket(0)->setValue(true);
pKeyNode->setKey(KC_AKEY);
gkLogicNode* pMotionNode = pTree->createNode(NT_MOTION);
pMotionNode->getInputSocket(0)->link(pKeyNode->getOutputSocket(1));
pMotionNode->getInputSocket(1)->link(pMouseNode-
>getOutputSocket(1));
pMotionNode->getInputSocket(2)->link(pMouseNode-
>getOutputSocket(2));
pTree->solveOrder();
pCamera->attachLogic(pTree);
}
Original issue reported on code.google.com by [email protected]
on 15 Feb 2010 at 8:51
in main.cpp the user can set(m_prefs.winsize) but it is always ignored due
gkBlendFile::_parse function overwrites it from blend file...
See in gkBlendFile::_parse:
gkUserDefs &defs = gkEngine::getSingleton().getUserDefs();
defs.winsize.x = (gkScalar)sc->r.xplay;
defs.winsize.y = (gkScalar)sc->r.yplay;
defs.fullscreen = sc->r.fullscreen != 0;
Original issue reported on code.google.com by [email protected]
on 17 Feb 2010 at 10:54
either using Irrlicht OpenGL ES port, or Oolong Engine
http://oolongengine.googlecode.com
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:13
Since "gkNodeTypes" is not needed anymore to create new nodes and the user
can use typeid operator to extract "type_info" I suggest to remove this enum
and all the references (constructors, member,...)
This also allows creation of new nodes without having to maintain this enum
(at least for consistency with the old nodes....)
Original issue reported on code.google.com by [email protected]
on 17 Feb 2010 at 11:22
Right now, the Mac OSX version of gamekit runs in the background without user
input. It is likely due to .NIB files not being included in the build system.
See http://www.cmake.org/pipermail/cmake/2008-October/024920.html
Original issue reported on code.google.com by erwin.coumans
on 16 Oct 2009 at 7:10
I will like to use boost header files inside OgreKit. Basically I will like
to use boost-threads and some other boost header files...
Original issue reported on code.google.com by [email protected]
on 18 Feb 2010 at 10:21
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