Lime - Yet another engine

Re: Lime - Yet another engine

Postby bazhenovc » 02 Dec 2011, 00:06

Just add "-DLIME_EXPORT=" define :)

LIME_EXPORT is used on Windows to export functions to dlls. Windows dll support is a crap.

EDIT:
Or checkout new revision - i`ve added core/Config.hh to store compile-time configs
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Re: Lime - Yet another engine

Postby rogerdv » 02 Dec 2011, 14:48

Updated, compiled and also added core/Config.hh to my app, but the error persists.
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Re: Lime - Yet another engine

Postby bazhenovc » 02 Dec 2011, 18:49

Ok, pushed a new revision, this time it is definetely fixed :)
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Re: Lime - Yet another engine

Postby rogerdv » 02 Dec 2011, 19:18

Indeed, fixed.
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Re: Lime - Yet another engine

Postby rogerdv » 02 Dec 2011, 21:10

Ok, now Im sure that the error is mine:

{l Code}: {l Select All Code}
||=== limtest, Release ===|
/usr/include/glm/./gtx/../core/intrinsic_common.inl|21|error: inicializaciones para múltiples miembros de ‘glm::detail::ieee754_QNAN’|
||=== Build finished: 1 errors, 0 warnings ===|


Initializations for multiple members of glm::detail::ieee754_QNAN. Im copying from the skeletal animation demo, so I guess that I missed something here that I should link or include.
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Re: Lime - Yet another engine

Postby bazhenovc » 02 Dec 2011, 21:34

Just add GLM_FORCE_PURE global define :)
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Re: Lime - Yet another engine

Postby bazhenovc » 06 Dec 2011, 00:51

So far i`ve improved 10th sample, added some new capabilities to the core, and made some new screenshots:)

Press 'T' key in 10th sample to cycle through different shapes.
Attachments
particles5.png
Curved star
particles4.png
Star
particles3.png
Spiral
particles2.png
Circle
particles1.png
Polar rose
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Re: Lime - Yet another engine

Postby bazhenovc » 17 Dec 2011, 16:35

A big update: Meshes now supports submeshes, a model converter, new (binary) mesh file format and lots of improvements :)
Attachments
house.png
New mesh format
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Re: Lime - Yet another engine

Postby aspidites » 19 Dec 2011, 08:17

Worth noting that on Arch Linux, glm is named glmath, and located in the AUR.

BTW, the original post should probably be updated to reflect that glm(ath) and assimp are dependencies.
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Re: Lime - Yet another engine

Postby bazhenovc » 19 Dec 2011, 11:17

Done :)
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Re: Lime - Yet another engine

Postby rogerdv » 19 Dec 2011, 15:59

Any work on terrain system? Also, do you plan to integrate bullet in the engine? Would be nice to be able to manage physics properties inside the scene editor, or at least have collision and physics out-of-the-box in the project.
A small detail, I was trying to generate the doxygen docs and seems not to be a Content page, index.html is empty.
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Re: Lime - Yet another engine

Postby bazhenovc » 19 Dec 2011, 17:26

I`m researching a voxel rendering algorithm for my thesis - it will be included into Lime after graduation (or even after I finished it actually). This will make it possible to create awesome terrains and much more :)

The scene editor will be fully plugin-based, with all most important plugins(including Bullet and, maybe, PhysX) included, so you will have everything you want out-of-the-box :) The main reason for this: i want to keep engine core small and independant from other libraries.

The Doxyfile is fixed: pull the latest revision :)
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Re: Lime - Yet another engine

Postby rogerdv » 19 Dec 2011, 20:36

That's the best news I have read in a long time. Im tired of bloated engines that requires the whole repository to work. And the editor, well, we are needing such thing since a long time ago, but open source developers seems to be paying attention to other features.
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Re: Lime - Yet another engine

Postby rogerdv » 19 Dec 2011, 22:34

Got my first error in this compilation:
{l Code}: {l Select All Code}
[100%] Building CXX object Tools/MeshConverter/CMakeFiles/MeshConverter.dir/source/main.cc.o
/home/roger/projects/lime/Tools/MeshConverter/source/main.cc: En la función ‘int main(int, char**)’:
/home/roger/projects/lime/Tools/MeshConverter/source/main.cc:77:56: error: ‘struct aiMesh’ no tiene un miembro llamado ‘mName’
make[2]: *** [Tools/MeshConverter/CMakeFiles/MeshConverter.dir/source/main.cc.o] Error 1
make[1]: *** [Tools/MeshConverter/CMakeFiles/MeshConverter.dir/all] Error 2
make: *** [all] Error 2


struct aiMesh has no member named mName. The problem is in the new mesh converter, the rest of the engine is built successfully. by the way, forgot to mention that Qt demo never worked for me, crashes without any message and the speakers make a weird noise.
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Re: Lime - Yet another engine

Postby bazhenovc » 19 Dec 2011, 23:26

Thanks for your feedback, i will try not to fail your expectations :)

The mesh converter is already fixed in the new revision.

About the Qt demo: what Qt version do you have?
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Re: Lime - Yet another engine

Postby rogerdv » 19 Dec 2011, 23:46

I think it is Qt 4.6 is shipped with Oneiric.
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Re: Lime - Yet another engine

Postby bazhenovc » 19 Dec 2011, 23:57

If i remember well, OpenGL 3.3 and higher was introduced in Qt 4.7.X. Try upgrading to 4.7, it must help.
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Re: Lime - Yet another engine

Postby rogerdv » 03 Jan 2012, 21:26

Nice update! Got the first error for this "release", in the terrain demo:

{l Code}: {l Select All Code}
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc: En la función miembro ‘void TerrainMesh::generateIndices(HeightMap&)’:
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:364:8: error: ‘ptrdiff_t’ no se declaró en este ámbito


There is a ton of errors after this, but I guess they are result, not independent errors.
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Re: Lime - Yet another engine

Postby bazhenovc » 03 Jan 2012, 22:32

Thanks:)

I`ve fixed it in the latest revision: ptrdiff_t -> int should be ok.
By the way, this sample shows midpoint-displacement algorithm: the terrain is generated on the fly. Screenshot attached :)
I also plan to implement soil erosion and river generation.

P.S.
Happy New Year:)
Attachments
terrain.jpg
Terrain
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Re: Lime - Yet another engine

Postby rogerdv » 03 Jan 2012, 23:13

Looks good, is it possible with current implementation to generate terrain from a heightmap?
Sorry, seems that the same error is in more lines:

{l Code}: {l Select All Code}
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc: En la función miembro ‘void TerrainMesh::generateVertices(HeightMap&)’:
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:399:8: error: ‘ptrdiff_t’ no se declaró en este ámbito
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:399:8: nota: alternativas sugeridas:
/usr/include/c++/4.6/x86_64-linux-gnu/./bits/c++config.h:156:28: nota:   ‘std::ptrdiff_t’
/usr/include/c++/4.6/x86_64-linux-gnu/./bits/c++config.h:156:28: nota:   ‘std::ptrdiff_t’
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:399:18: error: expected ‘;’ before ‘z’
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:399:25: error: ‘z’ no se declaró en este ámbito
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:400:19: error: expected ‘;’ before ‘x’
/home/roger/projects/lime/Samples/12.Terrain/source/main.cc:400:26: error: ‘x’ no se declaró en este ámbito
make[2]: *** [Samples/12.Terrain/CMakeFiles/12.Terrain.dir/source/main.cc.o] Error 1
make[1]: *** [Samples/12.Terrain/CMakeFiles/12.Terrain.dir/all] Error 2
make: *** [all] Error 2
Last edited by rogerdv on 03 Jan 2012, 23:20, edited 1 time in total.
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Re: Lime - Yet another engine

Postby bazhenovc » 03 Jan 2012, 23:18

Yes, the current implementation generates a heightmap and after that builds terrain mesh. The heightmap can be possibly loaded from file.
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Re: Lime - Yet another engine

Postby bazhenovc » 03 Jan 2012, 23:27

Whoops, forgot some ptrdiff`s to change:) Already fixed.
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Re: Lime - Yet another engine

Postby rogerdv » 04 Jan 2012, 14:20

Definitely we need our own forum! Fixed now. If you keep the pace in a few months I can start making a small prototype. By the way, I have a very basic house model in Blender that I can "donate". It is from my own project and Im sure my artist wont mind if you use it. Includes normal maps.
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Re: Lime - Yet another engine

Postby bazhenovc » 04 Jan 2012, 17:41

rogerdv {l Wrote}:Definitely we need our own forum!

It would be great:) What are the proposals? I know one good web designer, he could help us making a cool web site.

rogerdv {l Wrote}:If you keep the pace in a few months I can start making a small prototype.

A forum prototype?

rogerdv {l Wrote}:By the way, I have a very basic house model in Blender that I can "donate". It is from my own project and Im sure my artist wont mind if you use it. Includes normal maps.

Great! This would be really cool, cause i`m not sure whether i can distibute these models in the repo freely :)
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Re: Lime - Yet another engine

Postby rogerdv » 04 Jan 2012, 18:06

A game prototype. It is the best way to test an engine and find the lacking points. Send me a PM with your mail address to send you the model.
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