Wrecked Games

Please login or register.

Login with username, password and session length
Advanced search  

News:

We're just that awesome.

Pages: 1 ... 5 6 [7] 8

Author Topic: Compiling With CodeBlocks(on Windows)  (Read 32076 times)

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #90 on: May 12, 2006, 08:57:54 PM »

This is probably an older version of GCC. I think its 3.4.5.
Logged

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #91 on: May 12, 2006, 09:03:27 PM »

Sweet without the debug dlls, everything together is 8.2Mb, thats for both zips, Ringo and WGE. I'll upload it to the usual spot.
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2653
    • View Profile
    • http://www.wreckedgames.com
Compiling With CodeBlocks(on Windows)
« Reply #92 on: May 12, 2006, 09:41:11 PM »

I moved them over, if you want, you can update the sticky to point to the new location (file name is the same as you had it).. And, it is with the other depends. Or, i'll get to that later.
Logged

dedesite

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 11
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #93 on: August 16, 2006, 03:24:43 AM »

Hi everybody,

I'm making à game editor which will be cross platform. I love OGRE, so I thought that the game editor should use a game engine based on OGRE (even if it may will be "engine independant) and I found WGE!!    :D
I found OGE (Open Game Engine) too but WGE seems to be more advanced for now.

So, I tried to compil it with code blocks (nighly build) + MinGW + WGE codeblock dependancies and I've got this error on linking :

 
Quote
Linking dynamic library: ..\..\lib\Release\WGE.dll
C:\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: cannot find -lsqplus


I've got this configuration for MinGW (the same as Ogre wiki article) :

    * gcc core 3.4.5
    * g++ 3.4.5
    * win32api 3.6
    * binutils 2.16.91
    * mingw runtime 3.9
    * gdb 6.3.2

It's maybe a simple error, I'm not enough familar with MinGW...

Greetings,

dede


P.S : Sorry for my english
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2653
    • View Profile
    • http://www.wreckedgames.com
Compiling With CodeBlocks(on Windows)
« Reply #94 on: August 16, 2006, 07:40:24 AM »

I havn't built WGE in a while, as I have been focused on making a complete editor for making content (Ogre Studio). So, I cannot attest to it's current buildable staus. However, mysterycoder shold should be able to answer your MinGW questions.
Logged

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #95 on: August 16, 2006, 09:15:20 AM »

@dedesite: I should really update the wiki, sorry. :oops: What you need to do is in your WGE/etc (not in trunk) directory, open up dependencies_Windows.workspace, and build it. This builds all of the dependencies such as sqplus. Please post back with any other troubles, or comments and I'll fix them.  :wink:
Logged

dedesite

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 11
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #96 on: August 17, 2006, 09:26:46 AM »

@mysterycoder : Thanks for your repply! I haven't seen that we could build all the depandancies in that way, it a great thing!!  :D  :D
But, I've got a problem while compile OgreNewt :



It seams that the function is not correctly call, but I can't find a solution...

Quote
./inc/newton/newton.h:162: error: too many arguments to function `void NewtonWorldRayCast(const NewtonWorld*, const dFloat*, const dFloat*, dFloat (*)(const NewtonBody*, const dFloat*, int, void*, dFloat), void*)'
src\OgreNewt_RayCast.cpp:15: error: at this point in file


Thanks for your help ;).

@pjcast : I've test the fisrt version of Ogre Studio, it was very promising , but will Ogre Studio use WGE??
If it's the case, I think I'm going to make an "Ogre Studio like" but which will use wxWidgets.

Greetings,

dede
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 2653
    • View Profile
    • http://www.wreckedgames.com
Compiling With CodeBlocks(on Windows)
« Reply #97 on: August 17, 2006, 09:31:27 AM »

Ogre Studio does not rely or use WGE internally.

I have started a scene editor plugin that is to be used with WGE, but it can be used as a general scene editor too. Or, it can also be used as a base to write one's own custom scene editor that works with their scene types.

Ogre Studio is plugable, and extendable, and meant to provide a stable Ogre Platform with many features. Of course, you could spend many months reaccomplishing what I have done in wxWidgets.. But, C# is really great for rapid tool design ;)
Logged

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #98 on: August 17, 2006, 11:03:10 AM »

@dedesite: I'm not quite sure what's wrong. It looks like OgreNewt, and newton are out of sync. But it builds fine on my system. I'll be back in an hour or two, and I'll try to fix it then.
Logged

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #99 on: August 17, 2006, 12:38:06 PM »

Try this for a temporary fix: Download Newton from here: http://newtondynamics.com/downloads/NewtonWin-1.53.zip install it, and in its directory, find newton.h. Copy it over the old newton.h in WGE/etc/OgreNew/inc/newton. Tell me if that works.  :)

I haven't dealt too much with code::blocks recently. I was working on a major change, which would allow you to use both python, and squirrel for scripting. So WGE's code::blocks status is a little uncertain, but it should be resolved soon.  :)
Logged

dedesite

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 11
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #100 on: August 19, 2006, 04:26:38 AM »

@mysterycoder : I had replace Newton.h by the last version and it has worked!! But, for the release build of Newton, I've got some STL problems... :


Code: [Select]
../../../trunk/dependencies/includes/STLPort/stl/_string.c:171:   instantiated from `stlp_std::basic_string<_CharT, _Traits, _Alloc>& stlp_std::basic_string<_CharT, _Traits, _Alloc>::append(const _CharT*, const _CharT*) [with _CharT = char, _Traits = stlp_std::char_traits<char>, _Alloc = stlp_std::allocator<char>]'
../../../trunk/dependencies/includes/STLPort/stl/_string_operators.h:58:   instantiated from `stlp_std::basic_string<_CharT, _Traits, _Alloc> stlp_std::operator+(const _CharT*, const stlp_std::basic_string<_CharT, _Traits, _Alloc>&) [with _CharT = char, _Traits = stlp_std::char_traits<char>, _Alloc = stlp_std::allocator<char>]'
../../../trunk/dependencies/includes/OGRE/OgreAnimable.h:283:   instantiated from here


And

Code: [Select]
../../../trunk/dependencies/includes/STLPort/stl/_string.c:171:   instantiated from `stlp_std::basic_string<_CharT, _Traits, _Alloc>& stlp_std::basic_string<_CharT, _Traits, _Alloc>::append(const _CharT*, const _CharT*) [with _CharT = char, _Traits = stlp_std::char_traits<char>, _Alloc = stlp_std::allocator<char>]'
../../../trunk/dependencies/includes/STLPort/stl/_string_operators.h:58:   instantiated from `stlp_std::basic_string<_CharT, _Traits, _Alloc> stlp_std::operator+(const _CharT*, const stlp_std::basic_string<_CharT, _Traits, _Alloc>&) [with _CharT = char, _Traits = stlp_std::char_traits<char>, _Alloc = stlp_std::allocator<char>]'
../../../trunk/dependencies/includes/OGRE/OgreAnimable.h:283:   instantiated from here


So I can't compil WGE... but I'm cloth!! :D

@pjcast: I agree with you C# is the most appropriate language for this kind of things, but I wanted to make a crossplatform program, so C++ with wxWidgets appears to be the better choice.

Quote
Of course, you could spend many months reaccomplishing what I have done


Hum, my editor will be axes on a Game Editor and not on a Graphical Engine, I wanted to make a easy to understand program with perahps less options for rendering etc. But, with a lot of possibility which would be more accessible. My program, will be more a game maker, so I hope I will not "reinvent the wheel" with it!   :D

Thanks to both of you for your repply,
Greetings,

dede
Logged

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #101 on: August 19, 2006, 10:08:21 AM »

I get that error sometimes too, but I can never figure it out. Try just pressing build, and code::blocks still seems to generate a .a file that works. When the new version of WGE comes out, I'll make sure I'll upgrade the version of OgreNewt, and see if that fixes it.
Logged

dedesite

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 11
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #102 on: August 20, 2006, 04:53:59 AM »

Hum, I try to compil WGE but I've got this error which seams related to OgreNewt :

Code: [Select]
..\VC8Debug\WGE\src\WGEActorFactory.o: In function `ZN3WGE12ActorFactory10initialiseEv':D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../src/WGEActorFactory.cpp:38: undefined reference to `WGE::PhysicalActor::_bindScript()'
..\VC8Debug\WGE\src\WGEScriptManager.o: In function `ZN3WGE13ScriptManager10initializeEv':D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../src/WGEScriptManager.cpp:77: undefined reference to `WGE::PhysicalActor::_bindScript()'
:D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../src/WGEScriptManager.cpp:78: undefined reference to `WGE::CollisionActor::_bindScript()'



In release it's the same :

Code: [Select]
..\VC8Release\WGE\src\WGEActorFactory.o:WGEActorFactory.cpp:(.text+0x9b): undefined reference to `WGE::PhysicalActor::_bindScript()'
..\VC8Release\WGE\src\WGEScriptManager.o:WGEScriptManager.cpp:(.text+0x5f9): undefined reference to `WGE::PhysicalActor::_bindScript()'
..\VC8Release\WGE\src\WGEScriptManager.o:WGEScriptManager.cpp:(.text+0x5fe): undefined reference to `WGE::CollisionActor::_bindScript()'
Logged

mysterycoder

  • Administrator
  • Veteran
  • *****
  • Karma: +0/-0
  • Posts: 447
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #103 on: August 21, 2006, 05:11:15 PM »

I'll check this out in a couple of days, I'll be out of town. Sorry for making you wait.
Logged

dedesite

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 11
    • View Profile
Compiling With CodeBlocks(on Windows)
« Reply #104 on: August 24, 2006, 12:30:31 AM »

Quote
I'll check this out in a couple of days, I'll be out of town. Sorry for making you wait.


No problem mysterycoder, I have my time, there is no imperativ. ;)

Thanks,
dede
Logged
Pages: 1 ... 5 6 [7] 8