[Bf-committers] Bringing Tuhopuu2 gameengine (Solid) to bf-blender
John K. Walton
bf-committers@blender.org
Thu, 11 Mar 2004 19:50:06 -0500 (EST)
I would also add, there is little need (or desire i'm sure) for gaming
on sgi. perhaps the game engine is useful for char anim or so. so i prefer
it be optional. openal never worked on sgi, so it's not a cross platform
requirement. i reply on chris for any experienece with tutptuotuptuo on
sgi i never fool with it.
On Thu, 11 Mar 2004, Chris Want wrote:
>
> I personally thing this is premature. We have yet to
> have a successful build with msvc 6 using the projectfiles
> (if you read the tuhopuu-devel mailing list, you'd see that
> we are working on this currently). Things like building
> solid correctly using windows-gcc has also proven to be
> very difficult (have you tested that?), so I think I
> would advise against building the libs from the extern
> sources and use a precompiled lib.
>
> Chris
>
>
> Nathan Letwory wrote:
> > Hi,
> >
> > Lately I have been testing the t2 solid engine in bf, and it looks like
> > porting it is no big problem. I have been corresponding with Kester
> > about this and as a result of that I'll be committing the solid engine
> > to bf CVS.
> >
> > I'm doing tonight the last testing on Linux, so I'm sure that it'll
> > compile out of the box at least with SCons on both systems.
> >
> > After the port has been made bf-blender will compile with the solid
> > engine as default, since this is also the target for the gameengine
> > anyway. This could mean that ODE won't work well for a while. With the
> > port well have sound back again too (OpenAL).
> >
> > Solid and qhull will be built from the extern/ directory, so it should
> > not be necessary anymore to use the options in the configuration file.
> > Please check also if solid and qhull get built with the right flags for
> > your own platform (the Solid SConscript uses only the user_options_dict
> > variable from the SConstruct).
> >
> > There are still some issues with the gameengine, but after this port
> > it'll be easier to keep the engine in sync with the tuhopuu2 progress on
> > this area. That said, a great deal of the gamedemos I've tried
> > (http://www.angelfire.com/ego/spinhead/blendergames/ and demos provided
> > by Ton) work pretty well. As said, there are still some issues, but I'm
> > confident that these will be ironed out in time.
> >
> > After the port I'll keep contact with Kester and try to help him out as
> > much as I can.
> >
> > So people with Makefile and MSVC6 project files should check after the
> > port has been made if their processes still work with the gameengine
> > enabled.
> >
> > For what it's all worth,
> >
> > /Nathan
> > jesterKing
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://www.blender.org/mailman/listinfo/bf-committers
>
>
>