pipmak-users Mailing List for Pipmak Game Engine (Page 23)
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From: Riko-kun <wa...@ma...> - 2007-12-10 12:05:43
|
Well yeah, i woul'd like to have this feature. It woul'd be greate for posting images on blendernations or something ^_^ I know i can grab it using printscreen, but then i have to crop it and save it in separate prog and i'm somehow lazy to do that ^_^ If you would implement this feature, i think it woul'd be best if the images was saved inside the engine directory (that means in the directory with pipmak.exe on winz) Cheers, Marek Christian Walther wrote: > > Riko-kun wrote: >> Is there some lua code i can manage to export current view to lets >> say .png file? > > Currently there is no way of taking screenshots from within Pipmak. > Would that be a useful feature for you? If so, can you explain what you > would use it for, so I get an idea of how it should work? E.g., if the > screenshot goes to a file, as you suggest, where should that file be > placed? Wouldn't it be more useful to have the screenshot directly in an > image object that you can use in a patch? > > Of course, to take screenshots from outside of Pipmak, you can just use > whatever means your OS provides for that purpose (cmd-shift-3 etc. on > Mac OS, Print Screen on Windows, ...). > > -Christian > > > ------------------------------------------------------------------------- > SF.Net email is sponsored by: > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://www.nabble.com/Screenshots-tp14243576p14251756.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2007-12-10 05:59:14
|
Riko-kun wrote: > Is there some lua code i can manage to export current view to lets > say .png file? Currently there is no way of taking screenshots from within Pipmak. Would that be a useful feature for you? If so, can you explain what you would use it for, so I get an idea of how it should work? E.g., if the screenshot goes to a file, as you suggest, where should that file be placed? Wouldn't it be more useful to have the screenshot directly in an image object that you can use in a patch? Of course, to take screenshots from outside of Pipmak, you can just use whatever means your OS provides for that purpose (cmd-shift-3 etc. on Mac OS, Print Screen on Windows, ...). -Christian |
From: Riko-kun <wa...@ma...> - 2007-12-09 21:36:56
|
Hi. Do not think i'm lazy or anything, i did some searching before posting this, but din't find anything about how to get a screenshot out of Pipmak. Is there some lua code i can manage to export current view to lets say .png file? Thanks a lot. -- View this message in context: http://www.nabble.com/Screenshots-tp14243576p14243576.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: A T. <wgs...@ya...> - 2007-12-04 08:35:52
|
I don't know for sure if it's physfs or not, but I tried doing some of the same things that caused the proble, with the mouse before (like moving from node to node, and clicking on handles), and it behaved fine. And lua 4, 5, and 5.1, and physfs are available from the Debian etch repositories, but i don't know about other distributions, so I guess it's best to be safe. Thanks, Aidan Christian Walther <cwa...@gm...> wrote: > I take back what I said before about the window edge resistance with > the mouse grabbing, because I stopped having trouble with it when I used > the pre-compiled executable which has the physfs library staticly linked in. Are you sure that's caused by Physfs? I have no idea why that would have anything to do with it... > But I also wanted to know why the Pipmak source documentation says to > compile Lua yourself instead of using a package from your distribution. No specific reason. I just assumed that Lua and Physfs were less likely to be available as packages from a distribution than SDL and the other dependencies. Plus they're easy to build without having to install them and link in statically. > So, would it make a difference if I just used the Lua5 package from > Debian, instead of getting the official source from the Lua project? If you have Lua 5.0.x, I don't think so. Lua 5.1 has some small changes in the language, but I assume it should work as well. For the official release I've deferred updating to it until version 0.3, when backwards compatibility can be broken. -Christian ------------------------------------------------------------------------- SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users --------------------------------- Make the switch to the world's best email. Get the new Yahoo!7 Mail now. |
From: Christian W. <cwa...@gm...> - 2007-12-03 17:51:20
|
> I take back what I said before about the window edge resistance with > the mouse grabbing, because I stopped having trouble with it when I used > the pre-compiled executable which has the physfs library staticly linked in. Are you sure that's caused by Physfs? I have no idea why that would have anything to do with it... > But I also wanted to know why the Pipmak source documentation says to > compile Lua yourself instead of using a package from your distribution. No specific reason. I just assumed that Lua and Physfs were less likely to be available as packages from a distribution than SDL and the other dependencies. Plus they're easy to build without having to install them and link in statically. > So, would it make a difference if I just used the Lua5 package from > Debian, instead of getting the official source from the Lua project? If you have Lua 5.0.x, I don't think so. Lua 5.1 has some small changes in the language, but I assume it should work as well. For the official release I've deferred updating to it until version 0.3, when backwards compatibility can be broken. -Christian |
From: A T. <wgs...@ya...> - 2007-12-03 00:16:44
|
Hello again, I take back what I said before about the window edge resistance with the mouse grabbing, because I stopped having trouble with it when I used the pre-compiled executable which has the physfs library staticly linked in. But I also wanted to know why the Pipmak source documentation says to compile Lua yourself instead of using a package from your distribution. So, would it make a difference if I just used the Lua5 package from Debian, instead of getting the official source from the Lua project? I can see now why it says to do this for the physfs library. I hope to actually create a game with Pipmak soon, but I still need to figure out my 3D modeling program. Thanks, Aidan --------------------------------- Make the switch to the world's best email. Get the new Yahoo!7 Mail now. |
From: Riko-kun <wa...@ma...> - 2007-11-22 22:11:41
|
Ok. I just walked through the wiki page real quickly. I was looking for Xvid too, but it is problematic too. Vorbis is good for me. It's good to know you are considering implementing video support. It's just that i vould like to have some FMVs in my "game". Going back to learning about lua and stuff, see you later. Riko Christian Walther wrote: > > Riko-kun wrote: >> That's true. so what about ffmpeg? http://en.wikipedia.org/wiki/FFmpeg >> That shoul'd be ok, even Blender is using it in some builds. Anyway, >> video >> support woul'd be awsome ^_^ > > FFmpeg implements a lot of patented algorithms as well. I don't know if > it can be compiled in a way that only includes unproblematic codecs. > > Right now I'm leaning towards using Ogg Theora exclusively, at least for > the first step, as I already did with Vorbis for sound. But nothing has > been decided yet, and video support is still a considerable way off in > the future. > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2005. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://www.nabble.com/hotspot-maps-tf4847257.html#a13904167 Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2007-11-22 21:33:28
|
Riko-kun wrote: > That's true. so what about ffmpeg? http://en.wikipedia.org/wiki/FFmpeg > That shoul'd be ok, even Blender is using it in some builds. Anyway, video > support woul'd be awsome ^_^ FFmpeg implements a lot of patented algorithms as well. I don't know if it can be compiled in a way that only includes unproblematic codecs. Right now I'm leaning towards using Ogg Theora exclusively, at least for the first step, as I already did with Vorbis for sound. But nothing has been decided yet, and video support is still a considerable way off in the future. -Christian |
From: Andrea V. <and...@gm...> - 2007-11-22 15:24:16
|
Hello, This is just a track to how implements lens flare effect in Pipmak using only lua programming . You needs only six image for your scene plus 2 trasparent PNG: a) sun.png (could be simply a white circle with transparent background) b) effect.png (a white pentagon rotated (30 degrees?) on transparent background) This works, but it must be improved, because I have placed effects with an empirical method.... 1) We need a formula for describing the position of pentagons starting from azimuth and elevation of the view. 2) Drawing of effects must done with a loop, so we could pass as parameter the number of the pentagons... Who want improve this code? --------------------------------------- cubic { "front.png", --front "front.png", --right "front.png", --back "front.png", --left "ceil.png", --top "floor.png" --bottom } pipmak.setverticalfov(70) p0=patch {face=2, x=320-40, y=80 , w=80, h=80,image="sun.png",visible=true } p1=patch {face=2, x=320-25, y=100, w=50, h=50,image="effect.png",visible=true } p2=patch {face=2, x=320-15, y=120, w=30, h=30,image="effect.png",visible=true } p3=patch {face=2, x=320-20, y=140, w=40, h=40,image="effect.png",visible=true } p4=patch {face=2, x=320-10, y=170, w=20, h=20,image="effect.png",visible=true } p5=patch {face=2, x=320-8, y=200, w=16, h=16,image="effect.png",visible=true } p1:setcolor(1,1,1,0.4) p2:setcolor(1,1,0,0.6) p3:setcolor(1,0,1,0.4) p4:setcolor(1,0,0,0.5) p5:setcolor(0,0,1,0.4) onenternode( function() pipmak.schedule(0.1, function() az,el=pipmak.getviewdirection() --pipmak.printinplace(az.." "..el) x,y,f=p1:location() x=320-25+(90-az)*2 y=100+(15-el)*2 p1:moveto(x,y,f) x,y,f=p2:location() x=320-15+(90-az)*3 y=120+(15-el)*2.5 p2:moveto(x,y,f) x,y,f=p3:location() x=320-20+(90-az)*4.5 y=140+(15-el)*6 p3:moveto(x,y,f) x,y,f=p3:location() x=320-10+(90-az)*6 y=170+(15-el)*8 p4:moveto(x,y,f) x,y,f=p3:location() x=320-8+(90-az)*10 y=200+(15-el)*12 p5:moveto(x,y,f) return 0.1 end) end) -------------------------------------- Bye. Andrea |
From: Riko-kun <wa...@ma...> - 2007-11-22 10:40:17
|
Thank you for your answers. >> And i'm still hoping for divx support for FMVs in my games ^_^ >Hmm, isn't divx some kind of MPEG-4 and therefore patent-encumbered? >That would pretty much rule out its use in Pipmak, as I don't want to >have potential users for commercial projects turned away by fear of >lawsuits. And paying licence fees isn't much of an option for an >open-source project either. That's true. so what about ffmpeg? http://en.wikipedia.org/wiki/FFmpeg That shoul'd be ok, even Blender is using it in some builds. Anyway, video support woul'd be awsome ^_^ >By the way, if you plan to continue using this mailing list, please >consider subscribing on >https://lists.sourceforge.net/lists/listinfo/pipmak-users . That would >save me the work of manually approving all your posts. You can turn off >mail delivery if you only read the list on Nabble or Gmane. Done that, hope it works... Riko -- View this message in context: http://www.nabble.com/hotspot-maps-tf4847257.html#a13894440 Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2007-11-21 20:08:03
|
Riko-kun wrote: > How can i create the hotspot map? Oh yeah, i know there is > some tutorial on wiki, but let's say that it's little bit vage. I was > looking at hotmaps in demo and such, but i still don't get it. Is it some > kind of puzzle? ^_^ As it seems Andrea's answer has helped you solve the puzzle, I was going to suggest that you improve the vague description on the wiki, but I've just seen that Andrea has already taken care of that - thanks Andrea! > Have you any clue, whne can we expect new version of Pipmak, by the way? When it's done :). There are still a couple of bugs that need to be fixed, and I need to finish the Lua command line panel and table inspector that I'm working on. As you've probably noticed, I haven't had much time to work on Pipmak lately (I haven't even gotten around to have a look at Andrea's months-old contributions on the developer list - sorry Andrea). I hope I'll be able to complete the long overdue release over the holidays, but no promises, as usual. > And i'm still hoping for divx support for FMVs in my games ^_^ Hmm, isn't divx some kind of MPEG-4 and therefore patent-encumbered? That would pretty much rule out its use in Pipmak, as I don't want to have potential users for commercial projects turned away by fear of lawsuits. And paying licence fees isn't much of an option for an open-source project either. -Christian By the way, if you plan to continue using this mailing list, please consider subscribing on https://lists.sourceforge.net/lists/listinfo/pipmak-users . That would save me the work of manually approving all your posts. You can turn off mail delivery if you only read the list on Nabble or Gmane. |
From: Riko-kun <wa...@ma...> - 2007-11-21 13:53:15
|
Ok, it works. I just needed to know, how to export that panoramatic view. Thank you very much. Have you any clue, whne can we expect new version of Pipmak, by the way? I'm using SVN build 157 now, because of it's authoring features, but some new features woul'd be greate. The fulscreen handling from build 160 for exmple. And i'm still hoping for divx support for FMVs in my games ^_^ Riko -- View this message in context: http://www.nabble.com/hotspot-maps-tf4847257.html#a13877575 Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Riko-kun <wa...@ma...> - 2007-11-21 09:29:39
|
Hi. Thank you very much. I have found about this function already, but i wasn't able to implement it yet, cause i have never used lua scripts before. I will try it and hopefully it will work. Thanks Riko -- View this message in context: http://www.nabble.com/hotspot-maps-tf4847257.html#a13873783 Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2007-11-21 09:02:48
|
Hi Simon, (or John?) Thank you for your ideas, The effects that you are talked are very nice, but I think that there are a lot of other features to implements in Pipmak before... BTW, you can found an entry at the end of the TODO list speaking about effects... (Lighting effects: flickering light, sunglare, ... Rippling water, ..Bugs flying around (like in Riven). ) About lens glare, I think it's not difficult implements this in lua using a combination of "overlay nodes" with semi-transparent png and "pipmak.getviewdirection()"... Bye. Andrea |
From: Andrea V. <and...@gm...> - 2007-11-21 08:33:45
|
Hi, And before all, Welcome to this forum! Pipmak is still in a development stage, some parts are quite finished, other could be improved. The idea is to create hotspots directly from the Pipmak window, but this feature is in a very initial stage, and you should wait next and next releases. But isn't difficult create hot spot with a graphic application like The Gimp, Paintshop Pro or Photoshop. You have only to create the "equirect image" of your node, this is simple, because is sufficient to add some extra code to your node.lua: ---------------------------- cubic {"front.jpg","left.jpg","back.jpg","right.jpg","top.jpg","bottom.jpg"} onenternode( function() pipmak.saveequirect() end) ---------------------------- When you enter in the node, The onenternode section execute statement pipmak.saveequirect() which reprojects the current (panoramic) node to an equirectangular image and saves it as equirect.bmp inside the node folder. After that you can open "equirect.bmp" with a graphic program which support layers , create a second, empty layer over the image, and color the area which you want to use as an hotspot, different hotspots have different colors taked from palette, Color index 0 means background, color index 1 is the first hotspot, index 2 the second etc, you can found a particularly suitable palette with easily distinguishable colors in the source distribution of Pipmak in "hotspot-palette.gif" located in the "extras" folder, or you can use palette taken from the hotspot maps in the demo. Now you can save the second layer created as a PNG 24 bits and use it as hotspot map. Another way (only programmatic, i.e.: you don't need any extra program) is to use "handle" instead "hotspots". With "handles" you can specify rectangular regions (using elevation and azimuth) in your panoramic node: handle { az = 90, el = 45, w = 90, h = 90, onmouseup = function(self) pipmak.dissolve(2) pipmak.gotonode(next_node) end, cursor = pipmak.hand_forward } Where az,el,w,h are expressed in degrees and next_node is you target node. You can create every handles you need, the limitation respect hotspots is which handle can be only rectangular, instead hotspot could have every shape. I hope that this could be useful for you. Bye. |
From: Riko-kun <wa...@ma...> - 2007-11-21 00:15:38
|
Hi. I have just find this engine and it looks nice i have to say. I have just one question. How can i create the hotspot map? Oh yeah, i know there is some tutorial on wiki, but let's say that it's little bit vage. I was looking at hotmaps in demo and such, but i still don't get it. Is it some kind of puzzle? ^_^ -- View this message in context: http://www.nabble.com/hotspot-maps-tf4847257.html#a13868750 Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Simon J. <sim...@ya...> - 2007-11-05 17:22:45
|
Hi!=0A=0Awhile watching these panoramas on www.begann.de:=0A=0Ahttp://www.b= egann.de/panorama/pano6.html=0Ahttp://www.begann.de/panorama/pano2.html=0A= =0A...I thought that Pipmak is still missing these nice lens and sun glare = effects, which are also found in other 360=C2=B0 game-engines like Myst III= : Exile and Myst IV: Revelation. In Exile, I think gamma control is used fo= r the effect and Revelation uses some more advanced 3D-technologies for the= lens-effect. My first impression playing around with these (Java-) panoram= as found on begann.de was, that they use some kind of transparent layers, l= ike several semi-transparent *.png images moving in correlation to the came= ra's angle of view (lens effect) or changing transparency while getting clo= se to the sun (sun glare). So, instead of making it "real" 3D or faking the= effect with gamma control, wouldn't it be more feasible to connect the mov= ing of several semi-transparent layers to the point of view?=0AIt's great t= o see, how Pipmak progresses under the surface, so I hope that in the far o= r near future this feature will be embedded and maybe my little brainstormi= ng helps!=0A=0Abest regards=0ASimon John=0A=0A=0A=0A=0A Jetzt Mails sc= hnell in einem Vorschaufenster =C3=BCberfliegen. Dies und viel mehr bietet = das neue Yahoo! Mail - www.yahoo.de/mail |
From: Christian W. <cwa...@gm...> - 2007-10-07 07:50:32
|
A Thomas wrote: > Anyway, where in the source code should I look to change it? main.c line 585 (in the current revision 160), or search for "SDL_MOUSEMOTION". As a quick workaround, lower the "20" threshold there. Of course, a more sophisticated implementation that works the same independent of the rate at which mouse events come in would be welcome too. -Christian |
From: A T. <wgs...@ya...> - 2007-10-07 00:40:06
|
I think it should be weakened a little bit. Oddly enough, if I enter full-screen mode and then go back to a window, it is weaker. Anyway, where in the source code should I look to change it? -Aidan Christian Walther <cwa...@gm...> wrote: A Thomas wrote: > How do get your mouse out of the Pipmak window without quitting? If you move it against the edge fast enough, it should break free. A slight edge resistance is deliberate, but it's implemented a bit crudely, so it may be too strong on some systems. Do you feel it ought to be weakened? -Christian ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users --------------------------------- Sick of deleting your inbox? Yahoo!7 Mail has free unlimited storage. Get it now. |
From: Christian W. <cwa...@gm...> - 2007-10-05 07:23:55
|
A Thomas wrote: > How do get your mouse out of the Pipmak window without quitting? If you move it against the edge fast enough, it should break free. A slight edge resistance is deliberate, but it's implemented a bit crudely, so it may be too strong on some systems. Do you feel it ought to be weakened? -Christian |
From: A T. <wgs...@ya...> - 2007-10-05 00:15:11
|
Thank you very much! I never would have thought of that. I installed the NVIDIA drivers for my video card, and now Pipmak runs perfectly. I do have one more question: How do get your mouse out of the Pipmak window without quitting? Thanks again, Aidan Christian Walther <cwa...@gm...> wrote: Hello Aidan > I am using Debian etch on a 2.6 GHz x86 machine > with 512 MB RAM. I am able to build it, and run it, but it runs so > slowly that the mouse can take up to 10 seconds to respond, only to > freeze again. My father is running Ubuntu feisty on a machine with less > processor power than mine, and it runs fine for him, perfectly smoothly. That sounds like you only get software rendering, while your father has hardware rendering. Try running "glxinfo | grep direct" - it says "direct rendering: Yes" if you have hardware acceleration. I have never investigated why Pipmak runs so incredibly slow with Mesa software rendering. Curiously, it gets much faster when anything is displayed on the Pipmak terminal - e.g. press the L key to bring up the Lua console and type something. As long as the text is visible, I get a halfways usable frame rate, as soon as it goes away, it's down to several seconds per frame again. -Christian ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users --------------------------------- Sick of deleting your inbox? Yahoo!7 Mail has free unlimited storage. Get it now. |
From: Christian W. <cwa...@gm...> - 2007-09-30 07:56:30
|
Hello Aidan > I am using Debian etch on a 2.6 GHz x86 machine > with 512 MB RAM. I am able to build it, and run it, but it runs so > slowly that the mouse can take up to 10 seconds to respond, only to > freeze again. My father is running Ubuntu feisty on a machine with less > processor power than mine, and it runs fine for him, perfectly smoothly. That sounds like you only get software rendering, while your father has hardware rendering. Try running "glxinfo | grep direct" - it says "direct rendering: Yes" if you have hardware acceleration. I have never investigated why Pipmak runs so incredibly slow with Mesa software rendering. Curiously, it gets much faster when anything is displayed on the Pipmak terminal - e.g. press the L key to bring up the Lua console and type something. As long as the text is visible, I get a halfways usable frame rate, as soon as it goes away, it's down to several seconds per frame again. -Christian |
From: A T. <wgs...@ya...> - 2007-09-30 02:29:03
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Hello, I found Pipmak when I was searching for a game engine for Myst-like games, and this is exactly what I want. However, it does not run properly on my system. I am using Debian etch on a 2.6 GHz x86 machine with 512 MB RAM. I am able to build it, and run it, but it runs so slowly that the mouse can take up to 10 seconds to respond, only to freeze again. My father is running Ubuntu feisty on a machine with less processor power than mine, and it runs fine for him, perfectly smoothly. We compared our Pipmak ELF executables against each other with ldd, and the one built on my system seems to link to a few shared libraries that the one built on my father's system, but his uses newer versions of some libraries. (Not surprising, as Ubuntu generally uses slightly newer software than Debian.) We also tried swapping executables, and running each on the system that the other one was built on, and the one built on my system ran on my father's system the same as the one built on his system on his system, but his executable would not run on my system, because it was built for newer versions of some libraries than I have. So is there anyone on this list who might be able to help me? We're both really baffled. Pipmak looks to me like it's exactly what I've been looking for, and I really want to get it working on my system. Oh, and I checked to make sure that the versions of the libraries I have installed are new enough for Pipmak, as the Read Me.txt file says. -Aidan --------------------------------- Sick of deleting your inbox? Yahoo!7 Mail has free unlimited storage. Get it now. |
From: Andrea V. <and...@gm...> - 2007-07-16 09:09:06
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Hi, Fab. I have had similar problems linking ogg-vorbis. I succeed to link only compiling ogg-vorbis myself. Did you have tried to compile yourself ogg-vorbis? Try also to change linking order.... If you want to try my .lib (they are "_d" versions) I post them here: http://viarengo.altervista.org/download/ov.zip (if with this url you get altervista main page,copy url and past in another browser window) Your suggestion (http://lage.luaforge.net) is very interesting... I will take a look. Andrea P.S.: Probably, as Christian has suggested, should be better post threads like this (i.e.: related on Pipmak develloping) on other mailing list "pipmak.devel", You have only to subscribe at https://lists.sourceforge.net/lists/listinfo/pipmak-devel. |
From: Fabrizio P. <fpi...@li...> - 2007-07-13 19:10:40
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Ciao, Thanks Andrea! 1. Maybe I've fixed the 'WinMain@16' adding "mingw32" to the linker libr= aries 2. In the attached file you can read the nm ad building log All refer to libvorbis_static.a, symbols mismatch or are empty. Has this lib compiled imprioperly? Could you send me yours so i can d= o a test? I suggest http://lage.luaforge.net a tiny game engine for 2D adventure g= ames, using Lua as the script language and SDL. The source is very simple and I found somthing of interest: - a function to play mpeg1 movie. Render the video on an "object" 's "sur= face": we can modify it to render on a "patch" - use of SDL_rotozoom =0A=0A=0A------------------------------------------------------=0ALeggi G= RATIS le tue mail con il telefonino i-mode=99 di Wind=0Ahttp://i-mode.win= d.it/=0A |