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Author Topic: Wrecked Games Engine (WGE)  (Read 48154 times)

pjcast

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« Reply #15 on: April 04, 2006, 08:37:07 PM »

Ok, I'm finally back up with my main dev machine :D

I have OgreSDK (not really needed, as I included dependencies already) - but useful anyway. And, have re setup my cvs and svn directories. I also removed the CEGUI header from WGE, so it builds out of the box again.

Will be away from this machine tomorrow, but promise to start binding some Ogre stuff thursday (at least enough to create a scene/skybox).
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mysterycoder

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« Reply #16 on: April 06, 2006, 02:01:06 PM »

I am making lots of progress on the AVManager, well for me at least  :D . As of now it can load a plugin from a seperate dll and populate a SoundSystem object. I also added it so it is similar to the other managers. It gets initialized in WGEManager, etc.

I am having trouble with the destructor on the AVManager though. It crashes as soon as it tries to delete the SoundSystem object. Any thoughts?

Do you want me to wrap the AVManager for Squirrel? I'm not really sure how to, any good tutorials?
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pjcast

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« Reply #17 on: April 06, 2006, 02:27:25 PM »

No need to worry about wrapping for squirrel yet. I am still earning that language. You could, if you wanted to, look at how OisManager and ScriptManager classes are wrapped for an example of how it is currently done.

I have no idea about the crash in the destructor. Not much to go on.

I am having difficulties of my own at the moment. I must be doing something stupid with Ogre, cause all I get is a black screen in GL, and a messed up (green blocks) in DX. I am getting kindof flustered with that right now. I have been adding all kinds of test code trying to get Ogre to init/run properly in the OgreManager::Initialize() method.
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pjcast

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« Reply #18 on: April 06, 2006, 02:49:04 PM »

blah.. Now I am having problems with loading the cgplug. If, it is listed in the plugins.cfg file, the app crashes with a wierd error. It runs (with messed up screen) other wise. The Sample's from the OgreSDK run fine.. I just don't get it.

Hence, no more SDK use for me. I am just going to rebuild Ogre here again and at least be able to step inside of ogre to see what is casuing this odd behavior. I know I must be forgetting something, but, I have created many Ogre projects in the past and never had this problem before :/

Oh, and once I get this Ogre thing sorted out, I will commit the changes. And, will see about giving you svn access for working on the sound manager stuff.

As long as we can agree on the current layout:
My directory layout:
Code: [Select]

svn_repos
 |-wge
 | |-branches
 | |-tags
 | |-trunk (includes all files needed to build WGE)
 |
 |-ringo
 | |-branches
 | |-tags
 | |-trunk (will include all files needed to test WGE - media, scripts, etc)
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mysterycoder

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« Reply #19 on: April 06, 2006, 03:15:06 PM »

That layout is fine with me (actually that is the layout I use for my local svn  :D ). As for the weird visual artifacts or the crash with the cgplugin, I have no idea.

This is semi-related to your Cg problems,  Cg 1.5 beta 1 was released today
it's supposedly backwards compatible, maybe try replacing cg.dll with that.

Also, I think there is an example on the wiki which shows you how to initialize Ogre without ExampleApp. Maybe you could take a look at that and see if your forgetting something. If that doesn't help, I can post my Ogre initialization code, it's a tad messy, but it works.
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pjcast

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« Reply #20 on: April 06, 2006, 04:01:02 PM »

Good on the layout :D

I am rebuilding Ogre right now, and am about to test with compiling WGE against this new build. As far as cg, well, that plugin laods fine with the Ogre SDK sample apps... it is only under WGE that it flakes. Everything seems fine with Ogre init, resources and all. I am still playing with it though, and I know I can lick this problem.. as i have been using Ogre in some form for a couple years now.
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pjcast

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« Reply #21 on: April 06, 2006, 04:38:57 PM »

Ok, I found the cause of my wierd error. Apparently, it was because I had some shader scripts in the material file (borrowed from Ogre samples), and it was reacing for an external shader (which it couldn't find). Anyway, Ogre throws an exception, but I was not catching Ogre exceptions specifically, so it went to the do nothing one. Which is what I wanted before. But have now added a message box with Ogre exception text to help spot future problems.

Anyway, the wierd error is (I guess) a new debug dialog that VC8 throws in there that I had never seen before.. I was used to all the things that VC7 did :)

Anyway, I still have the corruption problem. However, I just notcied that it actually contains the last image that was in the Ghraphics card's back buffer... I think I remember having this problem before, I just can't rememebr what causes  it. I am just initing Ogre, and calling renderOneFrame().. hmm.. more searching is needed.
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mysterycoder

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« Reply #22 on: April 06, 2006, 05:01:13 PM »

Actually I've gotten that garbage before when I initialized a viewport to not be the entire screen, the remaining parts that were outside of the viewport had garbage from the last frame of the graphics card. Maybe it's a problem with your viewports?
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pjcast

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« Reply #23 on: April 06, 2006, 05:25:01 PM »

Quote from: "mysterycoder"
Actually I've gotten that garbage before when I initialized a viewport to not be the entire screen, the remaining parts that were outside of the viewport had garbage from the last frame of the graphics card. Maybe it's a problem with your viewports?


 :rolleyes:

I was just coming here to post that I found out the problem.. I had forgotten to add a view port to the scene maanger.. solved by adding a mWindow->addViewport(mCamera).. I knew I had seen this before too :D
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pjcast

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« Reply #24 on: April 06, 2006, 06:39:10 PM »

Ok. I've removed all scripts/media from the WGE repository. For now on, everything will be tested from the ringo repository. All that is involved is copying over the WGE.exe debug and release and setting that as the debug directory if using the debugger.

This avoids duplicated media and, as the point of WGE is to be a game engine, it will be tested in the game which is developed side-by-side with it :D

Of course, everyone is free to use their own scripts, projects for testing. I will be uploading dependencies in a bit, that will have the base unzip to be as I stated above for the paths. Since, the dll's will go into the ringo repository, and the lib's header into WGE.
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pjcast

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« Reply #25 on: April 06, 2006, 07:10:24 PM »

Ok, all uploaded. Works fine here, both release and debug test of WGE with ringo files. I also changed the name, check the access sticky post for depends file name/download link.

It contains Ogre 1.2 (right before the v1-2 tag), so, it is not quite RC1. But, when RC2 comes out next week, I will likely update to that and freze Ogre versions there. To avoid chasing a fast moving target all the time :)
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mysterycoder

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« Reply #26 on: April 06, 2006, 08:49:15 PM »

Ogre crashes because it can't find world.nut. :(  Also if I use the updated dependencies, and not my own dll, it crashes on the loading of rendersystems. Does this seem like a problem with conflicting libraries/dlls? and the WGE project still produces an exe, shouldn't this be a dll, so the example program can link it?

As soon as I resolve these problems, I'll create an example program to test my new AvManager, and associated classes, not that there's much OpenAl code in there right now. After my tests are successful, I'll make a svn diff patch using tortoise svn, and send you it. Is this okay with you?

Also, about my deconstructor problems, I can't figure them out, so WGE has a small memory leak now. Maybe when I send you the patch, you could take a look at that? I'm planning on continuing to add OpenAl code into the OpenAlSoundSystem now, tommorow, and if I don't have enough time tommorow, Saturday. Then I'll send it to you either my email, pm, put it on my website or post it here, whichever you perfer.

edit: Wow, that was a cold post, sorry  :) , I'm just really tired right now. I'm not a mean person, I promise  :wink:. Also is Ogre RC2 the target platform? I'm using RC1 SDK right now, and as soon as it comes out I'll update to RC2, is that fine with you?
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pjcast

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« Reply #27 on: April 06, 2006, 09:01:50 PM »

Quote from: "mysterycoder"
Ogre crashes because it can't find world.nut. :(  Also if I use the updated dependencies, and not my own dll, it crashes on the loading of rendersystems. Does this seem like a problem with conflicting libraries/dlls? and the WGE project still produces an exe, shouldn't this be a dll, so the example program can link it?

WGE Solution produces an exe (WGE.exe). That should be (manually right now) placed in the ringo/trunk/bin/debug and release (for release build) directory. Apps do not link with WGE, instead, all settings will be done via the .nut's (squirrel scripts). The wge_resource.cfg in those directories point towards the /media directories, and I just added a mesh file I forgot, so I would udate. What error message do you get for the crash? And do not be running from te WGE directories anymore - that may be your problem.

Quote

As soon as I resolve these problems, I'll create an example program to test my new AvManager, and associated classes, not that there's much OpenAl code in there right now. After my tests are successful, I'll make a svn diff patch using tortoise svn, and send you it. Is this okay with you?

Sure, I would take a patch. And, if you want, and it is of sufficient quality (I'm sure), I could add you as a team member to WGE for developing it. As, a complete engine is a lot of work for just one guy :)

Quote

Also, about my deconstructor problems, I can't figure them out, so WGE has a small memory leak now. Maybe when I send you the patch, you could take a look at that? I'm planning on continuing to add OpenAl code into the OpenAlSoundSystem now, tommorow, and if I don't have enough time tommorow, Saturday. Then I'll send it to you either my email, pm, put it on my website or post it here, whichever you perfer.

I wouldn't worry about that right now, there is already one small leak (not sure from where yet) reported in the ogre leak log here.. so two leaks won't kill anybody considering this is pre alpha  :axe:
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mysterycoder

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« Reply #28 on: April 08, 2006, 02:50:22 PM »

Sorry for the delay, I have just updated to everything current, and it is looking great. Do you mind if I use Alut with OpenAl, or do you prefer me to use striaght OpenAl?
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mysterycoder

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« Reply #29 on: April 08, 2006, 04:36:35 PM »

Ok, I am having some strange problems  :( . I re-integrated my code into the new release, I had no problems. Now I don't think this is related to the new release code, but when I call AvManager::getSoundSystemPtr(), and I try to call a function using that pointer, I get a crash. If I use AvManager::getSoundSystem(), and call a function using that, I get no error, but the function isn't called. Maybe I don't know how to create dlls properly, but I think I am doing it right. Will you please take a look at it? Just do a fresh checkout in a seperate directory,  and apply this patch. I sent you the patch on your email.
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