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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
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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 "§$!/ 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)
goldfish15
@goldfish15
Hey there, I found t his egoboo revival during my usual 3 yearly 'check if egoboo still exists' thing. I was just wondering, I have the latest stable build but the game is locked at 25fps. I found a maxfps setting in one of the files (was at 30, changed it to 60) but it's still locked to 25. Any ideas?
Michael Heilmann
@michaelheilmann
@goldfish15 you need to build egoboo from source
goldfish15
@goldfish15
Hey Michael! Btw love that you've kept it alive.
Do you mean download the source code and try build it in visual studio?
Michael Heilmann
@michaelheilmann
@goldfish15 you should check it out using git as egoboo is split into several repositories
@goldfish15 a "complete" source distribution would be way above 500mb due to the assets which makes packaging quite inconvenient
goldfish15
@goldfish15
Thanks, I'll give it a go
what I need
@Sai2d
@michaelheilmann I can use the block chain to turn the game into online game, hoping to get your help. I need to know the information of the whole game data interaction, and I can transform these information into intelligent contract to achieve multi party interaction. I'm doing a public chain at the moment, and your project is well suited to my application. My white paper address is https://github.com/t2dk49580/Zero-Project. Look forward to your reply。
Michael Heilmann
@michaelheilmann
@Sai2d Hello. Feel free to proceed, Egoboo is free software. The amount of support I give depends on the synergies generated. I'd need you to switch your project language to English.
AlmostCZ
@AlmostCZ
so...is this game dead again? :(