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Question!

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

Trouble understanding loading .blends

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

Fix Mac OSX build: integrate .NIB files into the cmake build system

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

Add support for rigid body constraints

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

Extract/convert lights

Topic says enough.

Original issue reported on code.google.com by erwin.coumans on 16 Oct 2009 at 7:09

Subtree for io blocking (mNodes) looks incorrect. Logic is blocking too much!

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

OIS library for Win32 is not working properly

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

one texture per mesh only

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

add support for compressed .blend files


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

64 bit build issue in trunk


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

64bit bigendian issue in rev 101

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

Attachments:

Create some SSOA demo


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:

wrong include: LinearMath/btserializer.h

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

Changing gkLogicTree::createNode method as a template will allow create new nodes without changing the core.

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

gkMouseNode is missing output socket for mouse pressed buttons

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

Having information about scene limits will be nice!

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

Add iPhone support

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

add support for Ogre 3D


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

Wrong include in BulletBlendReaderNew.cpp

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

winsize defined by the user is always overwriten with Blender::Scene data.

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

readblend is slow, optimize it

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

Cannot be compiled after cmake . -G Xcode in Snow Leopard

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

gkPath::directory does not generate correct path

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

Linking problem while compiling on Mandriva 2009.1

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:

It would be nice to remove enum gkNodeTypes and all the references...

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

Make gamekit compile in linux

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:

No 64bit or big-endian .blend files are accepted


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

64 bit trunk OgreKit segfaults


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

Non-Exclusive input (desired functionality)

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

Aadd Sound support

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

gkIfNode with CMP_OR statement is blocked incorrectly.

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

Add networking support


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

Compile problem in linux

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 lua scripting example


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

Lacks full-screen option.

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:

trying to build 64 bit linux r55

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

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