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From: J. P. <ja...@37...> - 2003-12-07 19:32:10
|
379, the company driving the sporadic development of the Flat Four Engine, has finally run out of gas and will be dismantled at the end of this year. This is not news for us insiders, as it has been apparent for some time that the company was not being run in a productive way, with no clear goal and far too many changes in direction. I have been the primary developer on Flat Four. Early next year, armed with the knowledge of how *not* to run a business, I will be setting up shop on my own. I will be restarting development of the engine, on a regular release cycle, in the context of producing a working commercial title. I will have more details early next year and a code snapshot shortly after, but it's been a long time since there was any activity here and I wanted to let people know what was going on. Thanks to those of you who have offered support and encouragement in the past, hopefully I can turn that into something positive in the not too distant future. Jason Perkins |
From: Quincy L. <059...@ya...> - 2003-08-02 15:16:22
|
<p>Curious fib...@li... ?? <a href=3D"http://ho...@ww...:6323/megan/? egg"= ></p> <p><img src=3D"http://cu...@ww.../HSN6/hsnsplash_05.j= pg ?fireplug"> </a></p> <br> <br>This will piss off my BF!! <br>SHHHHHHHHHHH! <br> <br> <a href=3D"http://ta...@ww...:6323/r.php">Cease-contact%= RANDOM_WORD</a></font></td> wvcy cuz cvculsds wj zd |
From: J. P. <ja...@37...> - 2003-07-17 02:21:14
|
FlatFour version 0.13 is now available. This releases adds serialization support to the scene manager; you can now both read scene data from and write scene data to XML. This paves the way for the development of content generation and data conversion tools, coming soon. I also started the integration of the zlib (http://www.zlib.org/) data compression library. Enjoy, Jason 379 |
From: J. P. <ja...@37...> - 2003-06-28 16:13:11
|
Hello everyone, At last, version 0.12 is here. This is a milestone release, being the= =20 first version to include a decent rendering system. The engine now= =20 includes a full shader engine thanks to good folks at nVidia and thei= r=20 capable CgFX Runtime library. All of the other changes made in this= =20 release are trivial compared to that. An important note =97 the CgFX Runtime is difficult to access from C#= so I=20 had to move the rendering code out to C++. Once I did that, it made= =20 sense to move the entire platform abstraction layer out to C++. So th= e=20 codebase looks drastically different in 0.12 than in previous release= s.=20 I like the new arrangement. In addition, until nVidia releases their= =20 Linux version of CgFX (which they have stated is in the works), Flat= =20 Four is stuck in Windows. I do have all of the Linux platform code= =20 written and tested, so it should be an easy port once CgFX becomes= =20 available. Enjoy! Jason 379 |
From: J. P. <ja...@37...> - 2003-05-05 18:17:33
|
I have just released v0.11. This version brings back the "SimpleSpace" attribute to allow multipart objects...my car has wheels again. See the website for all the details: http://www.379.com/flatfour/ Jason 379 |
From: J. P. <ja...@37...> - 2003-04-24 21:09:36
|
I have added support for hierarchies of entities to CVS. Using a "Space" attribute, you can now create parent-child relationships between entities. This hierarchy is applied to poses, allowing more complex objects to be constructed. I now have wheels on my car, yeah. This will be v0.11, which I will release fairly soon. Jason 379 |
From: J. P. <ja...@37...> - 2003-04-10 19:40:41
|
Hello everyone, I have just posted the first pass at a C# version of the Flat Four engine. At this point, I'm back around with 0.1 release of the C++ version: basic rendering and keyboard input and a simple scene manager. From this point, it should be straightforward to port over the remaining features, although I would like to make a few additional improvements to the renderer first. Speaking of the renderer, I am trying to re-engineer as I port, working toward a new shader-centric API based on D3DXEffects and similar systems. I have also reworked the entity/attribute system to take advantage of delegates and other C# features. The new website is online at http://www.379.com/flatfour. I have set up a wiki for future discussions, though I haven't had a chance to get much information posted yet. Now that my son is old enough to turn on the computer and load up shockwave.com, I should have more development time. ;) Enjoy, Jason 379 |
From: Rachel <ou...@ha...> - 2002-11-04 05:07:12
|
My name is Racheal.=20 <br>I'm a director of Incosoft., Co. Ltd.=20 <br>Incosoft Co., Ltd is a computer Online Games development company loca= ted in Seoul, Korea.=20 <br>I am seeking an experienced Russian client programmer who can works i= n=20 <br>Korea for development of 3D game engine.=20 <br>If you have an interest about my suggestion or have questions, please= send me your replay.=20 <br> <br>COMPANY: Incosoft Co., Ltd <br> <br>Incosoft Co., Ltd is a computer Online Games development company loca= ted in south Korea. We have been developed PC games for 10years and we ha= ve 35 published game titles. Now we are reborned to Incosoft Co., Ltd in = 2002. <br>We are seeking an experienced client programmer for develop 3D game = engine. <br>Our first project is to develop full 3D online game and then we will = make XBOX games. <br> <br>POSITION: Client programmer (1-2 position) <br> <br>SALARY: <br> <br>US$20,000 ~US$25,000/year=20 <br>We are offer one=A1=AFs place of abode. <br>The exact salary is determined after interview. The salary is conting= ent upon review of selected candidate's qualifications. <br>You will get an official visa from the Korean government. <br>Social status, air ticket , place to say and medical insurance paid b= y the Incosoft Co., Ltd. <br> <br>BASIC FUNCTION OF POSITION <br>The incumbent serves as a client programmer and engine programmer. <br>Specific duties: Manufacture 3D game=20 <br> <br>QUALIFICATIONS REQUIRED <br>Minimum high school education; English; Two or Three years general Ga= me development company ; Have 1-2 products in game development ; C, C++,= DirectX, OpenGL=A1=A6 <br> <br>TO APPLY <br>Interested applicants for this position should submit the following: <br> <br>1. Resume <br>2. A letter of biographical introduction <br>3. Portfolio=20 <br> <br>SUBMIT APPLICATION TO <br> <br>E-Mail (ou...@ha...) <br> <br>POINT OF CONTACT=20 <br> <br>Person in charge : Young-Sin Son (English name : Racheal) <br>Tel : 82-2-569-8504 <br>Mobile : 82-2-16-474-3760 <br>E-Mail : ou...@ha... <br>ICQ : 173684538 <br>MSN : ou...@ho... <br> <br>ETC <br>Korea have a huge games market. Korean Game Developmemt & Promotion i= nsititue reported that Korean selling of an ultimate consumer reached 25 = billion dollars last year. <br>This year Korea exports games record of one hundred seventy six milli= on dollas and specialists estimate Korean exports games record of two hun= dred fourty seven million dollars. <br>Korea is a country with great potentialities in game industry. <br><br><br><table border=3D0 cellpadding=3D0 cellspacing=3D1 align=3Dcen= ter> <tr><td bgcolor=3D"#ffffff" align=3D"center" width=3D130>=20 <iframe src=3D'http://avatarfile.hanmail.net/bin/getavatar?EUSERID=3DM9Ps= XvpL-t90&LOOK=3D1' width=3D130 height=3D150 border=3D0 frameborder=3D0 sc= rolling=3Dno></iframe></td> <td align=3D"left" valign=3D"middle"> <table border=3D0 cellpadding=3D0 cellspacing=3D0> <tr><td width=3D20><img src=3D'http://image.hanmail.net/hm/av/box_c1c.gif= '></td> <td width=3D19><img src=3D'http://image.hanmail.net/hm/av/box_c1r.gif'><= /td> <td background=3D'http://image.hanmail.net/hm/av/box_upbg.gif' height=3D= 7><img src=3D'http://image.hanmail.net/hm/av/box_upbg.gif'></td> <td width=3D17><img src=3D'http://image.hanmail.net/hm/av/box_c2l.gif'><= /td> <td width=3D8><img src=3D'http://image.hanmail.net/hm/av/box_c2c.gif'></= td> </tr> <tr><td width=3D20><img src=3D'http://image.hanmail.net/hm/av/box_c1l.gif= '></td> <td background=3D'http://image.hanmail.net/hm/av/box_upbg2.gif' width=3D= 19><img src=3D'http://image.hanmail.net/hm/av/box_c1.gif'></td> <td background=3D'http://image.hanmail.net/hm/av/box_upbg2.gif'> </= td> <td background=3D'http://image.hanmail.net/hm/av/box_upbg2.gif' width=3D= 17><img src=3D'http://image.hanmail.net/hm/av/box_c2.gif'></td> <td width=3D8><img src=3D'http://image.hanmail.net/hm/av/box_c2r.gif'></= td> </tr> <tr><td background=3D'http://image.hanmail.net/hm/av/box_lbg.gif' width=3D= 20></td> <td bgcolor=3D#F0F4D5 width=3D19> </td> <td bgcolor=3D#F0F4D5 class=3Dbase style=3D"line-height:120%;"><font col= or=3D#3C3E00> Rachel </font></td> <td bgcolor=3D#F0F4D5 width=3D17> </td> <td background=3D'http://im= age.hanmail.net/hm/av/box_rbg.gif' width=3D8 valign=3Dtop> <img src=3D'http://image.hanmail.net/hm/av/box_rbg.gif'></td> </tr> <tr><td width=3D20><img src=3D'http://image.hanmail.net/hm/av/box_c3l.gif= '></td> <td background=3D'http://image.hanmail.net/hm/av/box_dwbg2.gif' width=3D= 19><img src=3D'http://image.hanmail.net/hm/av/box_c3.gif'></td> <td background=3D'http://image.hanmail.net/hm/av/box_dwbg2.gif'> </= td> <td background=3D'http://image.hanmail.net/hm/av/box_dwbg2.gif' width=3D= 17><img src=3D'http://image.hanmail.net/hm/av/box_c4.gif'></td> <td width=3D8><img src=3D'http://image.hanmail.net/hm/av/box_c4r.gif'></= td> </tr> <tr><td width=3D20><img src=3D'http://image.hanmail.net/hm/av/box_c3c.gif= '></td> <td width=3D19><img src=3D'http://image.hanmail.net/hm/av/box_c3r.gif'><= /td> <td background=3D'http://image.hanmail.net/hm/av/box_dwbg.gif' height=3D= 7><img src=3D'http://image.hanmail.net/hm/av/box_dwbg.gif'></td> <td width=3D17><img src=3D'http://image.hanmail.net/hm/av/box_c4l.gif'><= /td> <td width=3D8><img src=3D'http://image.hanmail.net/hm/av/box_c4c.gif'></= td> </tr> </table></td>=20 <td> </td> </tr> </table> <br><br><table border=3D0 cellpadding=3D5 cellspacing=3D0 width=3D100%%> <tr><td background=3D'http://image.hanmail.net/hanmail/general/dotline_si= m.gif' height=3D1></td></tr> <tr><td style=3D'font-size: 9pt;'><font color=3D#484848>"=BF=EC=B8=AE =C0= =CE=C5=CD=B3=DD, Daum" <a href=3Dhttp://www.daum.net target=3D_top>http:/= /www.daum.net</a></font><br> </td></tr></table> <img src=3D"http://premium3.hanmail.net:4280/@from=3Doungin&rcpt=3Dflatfo= ur%2Dusers%40lists%2Esourceforge%2Enet&msgid=3D%3C20021104140427%2EHM%2E0= 00000000004gT9%40premium3%2Ehanmail%2Enet%3E"> |
From: Pierre T. <p.t...@wa...> - 2002-08-29 16:03:30
|
> inside InvertPRMatrix, the buggy write seems to originate here: > > dest.m[3][2] = -(src.m[3][0]*src.m[2][0] + src.m[3][1]*src.m[2][1] + > src.m[3][2]*src.m[2][2]); Naaaah, that line is valid, that code has worked for years. You messed up something or Valgrind doesn't understand something. I think we're off-topic and polluting a F4-related list, aren't we ? Pierre |
From: Charles J. L. Q. C. <cha...@ho...> - 2002-08-29 15:46:11
|
Valgrind is a memory debugger for *nix, note that opcode _is_ working now (i.e: it detects collisions) but, under certain circunstances which im trying to find, it stops detecting some of the faces, Ok, i narrowed the problem where valgrind is reporting memory errors to this area: (just look the file lines on the report): AABBTreeCollider::InitQuery // Setup matrices Matrix4x4 InvWorld0, InvWorld1; if(world0) InvertPRMatrix(InvWorld0, *world0); <--- here occurs the else InvWorld0.Identity(); if(world1) InvertPRMatrix(InvWorld1, *world1); <--- first errors else InvWorld1.Identity(); Matrix4x4 World0to1 = world0 ? (*world0 * InvWorld1) : InvWorld1; <-- here occurs Matrix4x4 World1to0 = world1 ? (*world1 * InvWorld0) : InvWorld0; <-- after inside InvertPRMatrix, the buggy write seems to originate here: dest.m[3][2] = -(src.m[3][0]*src.m[2][0] + src.m[3][1]*src.m[2][1] + src.m[3][2]*src.m[2][2]); Could be Matrix4x4::m is messed up? but its a float m[4][4], shouldnt be >From: "Pierre Terdiman" <p.t...@wa...> >Reply-To: fla...@li... >To: <fla...@li...> >Subject: Re: [F4-users] opcode debugging on Valgrind.. >Date: Thu, 29 Aug 2002 17:33:16 +0200 > >(What is Valgrind ?) > > > Use of uninitialised value of size 4 > > ==29438== at 0x438843CA: IceMaths::InvertPRMatrix(IceMaths::Matrix4x4 >&, > > IceMaths::Matrix4x4 const &) >(plugins/collide/opcode/OPC_Matrix4x4.cpp:69) > > > > .... > > > > Use of uninitialised value of size 4 > > ==29438== at 0x43897C5B: ??? >(plugins/collide/opcode/OPC_Matrix4x4.h:297) > > ==29438== by 0x43891D12: > > Opcode::AABBTreeCollider::InitQuery(IceMaths::Matrix4x4 const *, > > IceMaths::Matrix4x4 const *) > > (plugins/collide/opcode/OPC_TreeCollider.cpp:265) > > > > > > and at destruction i get also some of these: > > > > Mismatched free() / delete / delete [] > > ==29438== at 0x40046819: __builtin_vec_delete (vg_clientfuncs.c:201) > > ==29438== > > > > > > What do you think Pierre? > >Errr, change your compiler ? > >I don't know what to say without more infos, except I doubt there are some >bugs here. A delete / delete [] mismatch is still possible anyway. Do you >know where it's supposed to happen, exactly ? > >Pierre > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >flatfour-users mailing list >fla...@li... >https://lists.sourceforge.net/lists/listinfo/flatfour-users _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: Pierre T. <p.t...@wa...> - 2002-08-29 15:35:27
|
(What is Valgrind ?) > Use of uninitialised value of size 4 > ==29438== at 0x438843CA: IceMaths::InvertPRMatrix(IceMaths::Matrix4x4 &, > IceMaths::Matrix4x4 const &) (plugins/collide/opcode/OPC_Matrix4x4.cpp:69) > > .... > > Use of uninitialised value of size 4 > ==29438== at 0x43897C5B: ??? (plugins/collide/opcode/OPC_Matrix4x4.h:297) > ==29438== by 0x43891D12: > Opcode::AABBTreeCollider::InitQuery(IceMaths::Matrix4x4 const *, > IceMaths::Matrix4x4 const *) > (plugins/collide/opcode/OPC_TreeCollider.cpp:265) > > > and at destruction i get also some of these: > > Mismatched free() / delete / delete [] > ==29438== at 0x40046819: __builtin_vec_delete (vg_clientfuncs.c:201) > ==29438== > > > What do you think Pierre? Errr, change your compiler ? I don't know what to say without more infos, except I doubt there are some bugs here. A delete / delete [] mismatch is still possible anyway. Do you know where it's supposed to happen, exactly ? Pierre |
From: Charles J. L. Q. C. <cha...@ho...> - 2002-08-29 14:35:14
|
Hi there! Ok, i've been able to compile OPCODE and its working!! but as always, there seems to be some bugs, mainly about memory writes... Use of uninitialised value of size 4 ==29438== at 0x438843CA: IceMaths::InvertPRMatrix(IceMaths::Matrix4x4 &, IceMaths::Matrix4x4 const &) (plugins/collide/opcode/OPC_Matrix4x4.cpp:69) .... Use of uninitialised value of size 4 ==29438== at 0x43897C5B: ??? (plugins/collide/opcode/OPC_Matrix4x4.h:297) ==29438== by 0x43891D12: Opcode::AABBTreeCollider::InitQuery(IceMaths::Matrix4x4 const *, IceMaths::Matrix4x4 const *) (plugins/collide/opcode/OPC_TreeCollider.cpp:265) and at destruction i get also some of these: Mismatched free() / delete / delete [] ==29438== at 0x40046819: __builtin_vec_delete (vg_clientfuncs.c:201) ==29438== What do you think Pierre? regards, Charlls _________________________________________________________________ Join the worlds largest e-mail service with MSN Hotmail. http://www.hotmail.com |
From: Pierre T. <p.t...@wa...> - 2002-08-29 08:59:47
|
Are you using Opcode 1.2 ? In this version you can use callbacks -or- plain pointers. And "shipped" code uses plain pointers. To use callbacks instead you must uncomment this line in OPC_Settings.h : // Use callbacks or direct pointers // #define OPC_USE_CALLBACKS OPCODE_API and ICECORE_API are mainly useful in the original Opcode library, when it gets compiled as a DLL. If you don't use DLLs or if you just want to statically link the code to your exe with your favorite compiler, just define them to nothing. Pierre PS: BTW, it's OPC_CALLBACK, not OBJ_CALLBACK...... ----- Original Message ----- From: Charles James Leonardo Quarra Cappiello <cha...@ho...> To: <fla...@li...>; <alq...@us...> Sent: Thursday, August 29, 2002 10:43 AM Subject: [F4-users] trying to set opcode callbacks > > Hi! > > thanks to Jason and Pierre for your prompt help! > > Now i have a problem setting the mesh callbacks, look at my code: > > > // this is the callback > > static void _opcodeCallback(udword triangleIndex, VertexPointers& > triangle, udword userdata) > { > udword *tri_array =((csOPCODECollider *)userdata)->indexholder; > Point *vertholder =((csOPCODECollider *)userdata)->vertholder; > int index = 3*triangleIndex; > triangle.Vertex[0]=&vertholder [ tri_array[ index ] ] ; > triangle.Vertex[1]=&vertholder [ tri_array[ index + 1 ] ]; > triangle.Vertex[2]=&vertholder [ tri_array[ index + 2 ] ]; > > }; > > and this is how i set them: > > AABBTreeCollider.SetCallback0 ( _opcodeCallback , udword(col1) ); > AABBTreeCollider.SetCallback1 ( _opcodeCallback , udword(col2) ); > > but at compile, i get this error: > > CSopcode.cpp:76: no matching function for call to > `Opcode::AABBTreeCollider::SetCallback0 (void (&) (unsigned int, > Opcode::VertexPointers &, unsigned int), udword)' > CSopcode.cpp:77: no matching function for call to > `Opcode::AABBTreeCollider::SetCallback1 (void (&) (unsigned int, > Opcode::VertexPointers &, unsigned int), udword)' > CSopcode.cpp:79: no matching function for call to > `Opcode::AABBTreeCollider::SetUserData0 (udword)' > CSopcode.cpp:80: no matching function for call to > `Opcode::AABBTreeCollider::SetUserData1 (udword)' > > anyway, i tried two things, first to change the type of the callback to the > mysterious macro OBJ_CALLBACK, and i say mysterious because i couldn't grep > the define nowhere! =) .... well, but then it said that i should give a > return, since the type is non-void, hmmm.. weird indeed, any ideas? > > the other thing i tried was to set individually the > AABBTreeCollider::mObjCallback0, mObjCallback1 and mUserdata0&1, but then it > said something like: > > CSopcode.cpp:78: `class Opcode::AABBTreeCollider' has no member named > `mObjCallback0' > CSopcode.cpp:79: `class Opcode::AABBTreeCollider' has no member named > `mObjCallback1' > CSopcode.cpp:80: `class Opcode::AABBTreeCollider' has no member named > `mUserData0' > CSopcode.cpp:81: `class Opcode::AABBTreeCollider' has no member named > `mUserData1' > > > > hmmm, no member, btw, i had to comment all the ICECORE_API and OPCODE_API > macros on class declarations because it was giving errors such as,.. err.. > oops i should increase the terminal buffer size.. well, anyways, could that > have something to do? > > Regards, > > Charlls > > > > > > > > _________________________________________________________________ > Join the world's largest e-mail service with MSN Hotmail. > http://www.hotmail.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > flatfour-users mailing list > fla...@li... > https://lists.sourceforge.net/lists/listinfo/flatfour-users |
From: Charles J. L. Q. C. <cha...@ho...> - 2002-08-29 08:43:24
|
Hi! thanks to Jason and Pierre for your prompt help! Now i have a problem setting the mesh callbacks, look at my code: // this is the callback static void _opcodeCallback(udword triangleIndex, VertexPointers& triangle, udword userdata) { udword *tri_array =((csOPCODECollider *)userdata)->indexholder; Point *vertholder =((csOPCODECollider *)userdata)->vertholder; int index = 3*triangleIndex; triangle.Vertex[0]=&vertholder [ tri_array[ index ] ] ; triangle.Vertex[1]=&vertholder [ tri_array[ index + 1 ] ]; triangle.Vertex[2]=&vertholder [ tri_array[ index + 2 ] ]; }; and this is how i set them: AABBTreeCollider.SetCallback0 ( _opcodeCallback , udword(col1) ); AABBTreeCollider.SetCallback1 ( _opcodeCallback , udword(col2) ); but at compile, i get this error: CSopcode.cpp:76: no matching function for call to `Opcode::AABBTreeCollider::SetCallback0 (void (&) (unsigned int, Opcode::VertexPointers &, unsigned int), udword)' CSopcode.cpp:77: no matching function for call to `Opcode::AABBTreeCollider::SetCallback1 (void (&) (unsigned int, Opcode::VertexPointers &, unsigned int), udword)' CSopcode.cpp:79: no matching function for call to `Opcode::AABBTreeCollider::SetUserData0 (udword)' CSopcode.cpp:80: no matching function for call to `Opcode::AABBTreeCollider::SetUserData1 (udword)' anyway, i tried two things, first to change the type of the callback to the mysterious macro OBJ_CALLBACK, and i say mysterious because i couldn't grep the define nowhere! =) .... well, but then it said that i should give a return, since the type is non-void, hmmm.. weird indeed, any ideas? the other thing i tried was to set individually the AABBTreeCollider::mObjCallback0, mObjCallback1 and mUserdata0&1, but then it said something like: CSopcode.cpp:78: `class Opcode::AABBTreeCollider' has no member named `mObjCallback0' CSopcode.cpp:79: `class Opcode::AABBTreeCollider' has no member named `mObjCallback1' CSopcode.cpp:80: `class Opcode::AABBTreeCollider' has no member named `mUserData0' CSopcode.cpp:81: `class Opcode::AABBTreeCollider' has no member named `mUserData1' hmmm, no member, btw, i had to comment all the ICECORE_API and OPCODE_API macros on class declarations because it was giving errors such as,.. err.. oops i should increase the terminal buffer size.. well, anyways, could that have something to do? Regards, Charlls _________________________________________________________________ Join the worlds largest e-mail service with MSN Hotmail. http://www.hotmail.com |
From: Pierre T. <p.t...@wa...> - 2002-08-28 14:51:37
|
Don't forget that, in Opcode, about the only place where I'm using asm is in the triangle-box overlap test, and just for the FCOMI instruction. There's a define in OPC_Settings.h -not- to use this. So just uncomment : #define OPC_USE_FCOMI Then the _asm code should not be used anywhere. Pierre ----- Original Message ----- From: J. Perkins <ja...@37...> To: Charles James Leonardo Quarra Cappiello <cha...@ho...> Cc: <fla...@li...>; <p.t...@wa...> Sent: Wednesday, August 28, 2002 2:22 PM Subject: [F4-users] Re: about _asm and __asm macros on opcode > Charles James Leonardo Quarra Cappiello wrote: > > There are some _asm and __asm extension macros inside opcode source, > > but g++ 2.96 complains about them, i've tried to put > > gcc uses a different syntax for inline assembly than msvc, which is > what Pierre used to write Opcode. In the current version of F4, I > simply #ifdef out the inline assembly when building with gcc and > replace it with matching C code. If you search the Opcode sources > for "379" you should find all of my changes. > > Hope this helps, > > Jason > 379 > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Jabber - The world's fastest growing > real-time communications platform! Don't just IM. Build it in! > http://www.jabber.com/osdn/xim > _______________________________________________ > flatfour-users mailing list > fla...@li... > https://lists.sourceforge.net/lists/listinfo/flatfour-users |
From: J. P. <ja...@37...> - 2002-08-28 12:33:13
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Charles James Leonardo Quarra Cappiello wrote: > There are some _asm and __asm extension macros inside opcode source, > but g++ 2.96 complains about them, i've tried to put gcc uses a different syntax for inline assembly than msvc, which is what Pierre used to write Opcode. In the current version of F4, I simply #ifdef out the inline assembly when building with gcc and replace it with matching C code. If you search the Opcode sources for "379" you should find all of my changes. Hope this helps, Jason 379 |
From: Charles J. L. Q. C. <cha...@ho...> - 2002-08-28 11:46:14
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Hi! There are some _asm and __asm extension macros inside opcode source, but g++ 2.96 complains about them, i've tried to put #define _asm __asm__ #define __asm __asm__ But no luck, it keeps complaining about syntax error where the _asm are,.. any ideas what is going on? Regards, Charlls _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com |
From: J. P. <ja...@37...> - 2002-08-12 12:14:22
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I tried sending this over the weekend but got bounced: --- Charles James Leonardo Quarra Cappiello wrote: > I've noted that the opcode version in the F4 package is the > same from codercorner, which uses some windows intrinsics, i > would like to know how this source is patched on posix systems I don't remember what changes I had to make, but if you search the opcode sources for the string "379" you should find them all. Hope that helps, Jason 379 |
From: Charles J. L. Q. C. <cha...@ho...> - 2002-08-10 21:41:46
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Hi! I've noted that the opcode version in the F4 package is the same from codercorner, which uses some windows intrinsics, i would like to know how this source is patched on posix systems Regards Charlls _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: J. P. <ja...@37...> - 2002-07-19 14:03:52
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Timo K Suoranta wrote: > Does Mono and then x4 work on both win and lin with CIL changes? The JIT version runs on Windows and Linux. An interpreter is also available that runs on PPC, and a Sparc version is nearly ready as well. The drawback to going this route is that not many development tools are available on Linux yet, but I believe that will change in the near future. In particular, I think it is only a matter of time before gcc will be able to output CIL. Too bad it's not ready now, because managed C++ would make this project very easy. Jason 379 |
From: J. P. <ja...@37...> - 2002-07-19 13:18:33
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I've been poking around recently to see if it would be possible to integrate flat4 with .NET, after a request in a recent post. I have learned a *lot* about it in the last couple of weeks, and it has all been good. Throughout this project, I have spent a lot of time trying to hack C++ into an extensible, scriptable architecture, and it's still not there (due in no small part to my own shortcomings, I'm sure), and I'm sick of working on it. I want to write some game code, dammit. So here's my new plan: I am going to upload my latest code to cvs over the weekend, and then I will be working on creating a new engine core around Mono (http://www.go-mono.com/), a JIT compiler for the .NET CIL (common intermediate language) bytecodes. I don't believe this will be terribly difficult to do, the hardest part will be setting up the project, build system, etc. to make it easy to download, compile, and go. If it all works, you will be able to "script" flat4 using any CIL compatible language (see http://msdn.microsoft.com/vstudio/partners/language/default.asp), all of the scripted components will be able to interact, and they will all be very fast. The performance critical parts of the engine will still be written in C, but all of the interfaces will be CIL-based. As much as MS pisses me off, I think they got it right with this one. And the availablity of an open-source alternative clinches it for me, this is the right way to go. I will be creating a new area on CVS for this code, I hope to have something available there soon. Jason 379 |
From: J. P. <ja...@37...> - 2002-06-28 14:49:05
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Huotari Ismo wrote: > Can this Flat Four Engine be used with Visual Basic 6.0 or with VB.NET? > > VB 6 was basicly in my mind cause there are so many nice 3D engines to > use with VB but they dont have physics. Technically, yes. Since f4 is based on the same principles as COM, it should be possible to write an interface between the two. Exactly how that would work, I have no idea, but I would be happy to assist such a project. A .NET binding would be pretty cool, especially for content tools. Jason 379 |
From: J. P. <ja...@37...> - 2002-06-28 14:41:43
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I have been exchanging emails with a few people off the list regarding future development of the engine. I'm going to try to move those discussions on to the list so everyone can see what is going on. I've also been doing quite a bit of coding, and I wanted mention what I was doing. I've been talking to Timo Suoranta, the author of the "Teddy" engine (http://teddy.sourceforge.net/) about integrating some of our code. We're still working out what that means exactly, but it looks like the rendering system might finally get some much needed attention. The current component/scripting system has a number of issues and inconsistencies, which I've been putting off for a while. In the real world, my "simplified" COM system didn't work out as well as I had hoped. I've started work on a new system, much closer to a real COM implementation, which looks to solve a lot of these problems. I am also taking this opportunity to fix up a number of issues and inconsistencies elsewhere in the project. This is a big task, and rather than breaking the current codebase in the process, I am doing it as a separate branch. Development will continue on the current code (as I'm using it for my own game project) until the new branch is capable of replacing it. I will put the new stuff into it's own CVS area in the near future, I think you'll agree it's a major improvement. I got sick of typing all of those damn macros everywhere and looked for a solution. Checked out Scott Bilas' FuBi papers and the libffi project. I think I've got a design that will allow scripting and networking with one just one macro, but it's pretty hardcore stuff. If it works...well we'll see ;) That's it for now. I'll post a note when the new code is online so people can check it out. Jason 379 |
From: J. P. <ja...@37...> - 2002-06-19 02:25:23
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I've checked a couple of major improvements to the scene package into CVS. I replaced the clumsy entity tree traversal code with a real "visitor" pattern, don't know why I didn't do that in the first place, brain cramp I guess. I was able to remove a lot of redundant code as a result. I also reworked the collision detection pass, so now instead of checking every object against every other object, it only checks objects that have moved (against every other object). Small steps ;) The next step is to keep a bounding volume on every entity and perform culling in the render and collision passes, coming soon. Jason 379 |
From: J. P. <ja...@37...> - 2002-06-14 17:40:00
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Okay, this should now be fixed. I'm a little alarmed that I don't know how this happened. It is possible that cvs is messed up too, but I won't be able to check that until tonight. Let me know if any other problems arise. :p Jason 379 bb...@dr... wrote: > WIN32/MSVC++ INSTRUCTIONS > Your latest build is FUBAR to put it lightly. |