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Vaclav Janku
@AlmostCZ_twitter
@michaelheilmann Hello in a year 2018. I only wanted to ask,if we can expect some more nighly build releases early,or later in a new year
Michael Heilmann
@michaelheilmann
Statement: There is nothing that I would dare to deliver to players in terms of a released game - there never was for that matter.
Reason: Egoboo has too many problems that prevent it from being released to players. These problems are distributed over code and data. That is, they are distributed over the whole software.
Comparing to real games/real game tools, Egoboo is in its infancy.
Resolutions: More developers which want and are able to (technically and theoretically) on these problems.
Interim Solution: I have technical means to provide pre-built packages for Windows.
However, what is the purpose ofnon-developers playing an unfinished software.
Michael Heilmann
@michaelheilmann
in any case, there is no osx maintainer so i am trying to port idlib to osx now ... blind
Michael Heilmann
@michaelheilmann
Unbenannt.PNG
@/all and Idlib compiles and passes existing unit tests for Apple; now the same (including SDL and PhysFS) for Idlib: Game Engine
Michael Heilmann
@michaelheilmann
@/all Idlib is put under the zlib license and received a project page https://primordialmachine.com/idlib/
Michael Heilmann
@michaelheilmann
@/all Idlib encapsulates now provides most of the required file function functionality; rest will follow; this will allow for switching to std::filesystem (when it is available)
Michael Heilmann
@michaelheilmann
good job travis, the mac build tak forever to start, the linux builds start immediatly ...
Michael Heilmann
@michaelheilmann
Travis must be kidding me; the job was queued 6 hours ago
travis-ci/travis-ci#7304
...
...
Michael Heilmann
@michaelheilmann
so there are two more functions required for the file system: get the home/user directory and copy_file; i am a bit concerned about OS X as i do not have a native environment there though; i suppose, along with Idlib, we can have a non-unit test binary that is executed after the unit tests spitting out some useful system information
this is btw the last non-portable mess in egolib ... once this is done, Idlib: Game Engine SDL integration can start
Michael Heilmann
@michaelheilmann
@/all the "ways" the Egoboo processs discovers its data is changed. The old way is that a heuristic in the code tries to find it. The new way will rely on the fact that there is - on any reasonable system - a configuration directory. When Egoboo is installed, the path to the data is encoded there in configuration file(s). This is a more modern and reliable and cross-platform way to deal with data discovery.
@/all in particular, this removes the need to consider a symbolic constant on linux ("installation prefix") which is usually injected by "make install"
Michael Heilmann
@michaelheilmann
Michael Heilmann
@michaelheilmann
@/all now we do some serious integration of our external dependencies into Idlib: Game Engine
@/all if Idlib: Game Engine builds using these dependencies, then CMake allows for pulling through these dependencies to projects like Egolib and Egoboo
@/all success or failure can be easily measured on all Linux, OS X, and Windows by simply adding a tiny test program to Idlib: Game Engine that utilizes all dependencies
@/all and yeah ... Travis OS X builds takes an eternity to start
Michael Heilmann
@michaelheilmann
@/all Idlib: Game Engine builds under Cygwin and Visual Studio with CMake generated build files and SDL support; we now have to play the waiting game with Travis
@/all as you can see, Linux GCC and Linux Clang are working with SDL, OS X is still starting (sigh); AppVeyor works as well with SDL; the last issue will be OS X
@/all successfull build under windows, linux, and os x with sdl
Michael Heilmann
@michaelheilmann
@/all Idlib: Game Engine is on all three systems now
@/all that includes SDL, SDL ttf, SDL mixer, and SDL image, as well as PhysFS
Michael Heilmann
@michaelheilmann
@/all i am going to disable building egolib and game in the CMake files; in a first step, egoboo shall integrate and compile only Idlib and Idlib: Game Engine on all three platforms as well; so if you see "green" on Egoboo, then don't open a bottle of champaign yet^^
Michael Heilmann
@michaelheilmann
@/all Idlib: Game Engine will integrate glew as well to get around the OpenGL extension wrangling; update coming soon
Michael Heilmann
@michaelheilmann
@/all https://travis-ci.org/egoboo/egoboo/jobs/334213777 does someone know how to resolve the issue with the "ยง$!/ objective-c++/clang compiler?
Michael Heilmann
@michaelheilmann
@/all oh hell ... namespace id is used by some objective-c(++) libraries hence the conflict; i guess, we change id to idlib and we're through
Michael Heilmann
@michaelheilmann
@/all egoboo/egoboo#361
you can open a bottle of champaign now; i will update the blog, finish the pr, then i am going to setup a new forum on egoboo.org
Michael Heilmann
@michaelheilmann
https://egoboo.org/ was cleaned up with a consistent style and publishing form
furthermore, there is a developers menu: here I put manuals and other things (i simply hate the Github wiki)
JanAlleman1978
@JanAlleman1978
hi
AmySky
@AmySky
hi!
Michael Heilmann
@michaelheilmann
@JanAlleman1978 hi what brings you here?
JanAlleman1978
@JanAlleman1978
@michaelheilmann I want to work on Egoboo or Idlib or Idlib: Game Engine
Michael Heilmann
@michaelheilmann
@JanAlleman1978 follow https://egoboo.org/build-from-source/ to setup your development environment; if you find gaps in the guides, please notify me for that i can update the documentation
JanAlleman1978
@JanAlleman1978
@michaelheilmann checked out repository and compiling under visual studio
Michael Heilmann
@michaelheilmann
@JanAlleman1978 there is a milestone for Idlib and a milestone for Egoboo - they are not final but you could pick any task; you can attack anything in there or add new issues (which we'll evaluate and add to these or other milestones)