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  • Dec 26 2020 02:16

    aardappel on master

    Fixed nan output test (compare)

  • Dec 26 2020 02:07

    aardappel on master

    Changed floating point div by z… (compare)

  • Dec 24 2020 16:06

    aardappel on master

    Even more MingW fixes (#125) (compare)

  • Dec 24 2020 16:06
    aardappel closed #125
  • Dec 24 2020 16:06
    aardappel commented #125
  • Dec 24 2020 10:04
    stefandd opened #125
  • Dec 24 2020 06:06

    aardappel on master

    More mingw fixes Changed "register stack" to sta… (compare)

  • Dec 23 2020 20:57

    aardappel on master

    Replace #defines for Win compil… (compare)

  • Dec 23 2020 20:57
    aardappel closed #124
  • Dec 23 2020 20:57
    aardappel commented #124
  • Dec 23 2020 20:38
    stefandd opened #124
  • Dec 15 2020 23:58

    aardappel on master

    Fix regs being unused var (compare)

  • Dec 15 2020 23:47

    aardappel on master

    Made stack pointer to regs more… Removed StackPtr return value Refactored tocpp and 1 more (compare)

  • Dec 11 2020 15:30

    aardappel on master

    Add a check for SELinux (#123) … (compare)

  • Dec 11 2020 15:30
    aardappel closed #123
  • Dec 11 2020 15:30
    aardappel commented #123
  • Dec 11 2020 09:05
    autumn-birds commented #123
  • Dec 11 2020 07:57
    autumn-birds synchronize #123
  • Dec 11 2020 07:13
    aardappel commented #123
  • Dec 11 2020 07:05
    autumn-birds commented #123
Wouter van Oortmerssen
@aardappel
So for the moment will keep this one and the discord active.. we'll see which is better in the long run
Wouter van Oortmerssen
@aardappel
:)
Wouter van Oortmerssen
@aardappel
non-expiring Lobster Discord link: discord.gg/szJPYdX
Wouter van Oortmerssen
@aardappel
Cool new feature: you can now use explicit generics without having to create a named specialization for structs: aardappel/lobster@bc58e7f
Wouter van Oortmerssen
@aardappel
PSA: if you do anything with colors in Lobster I have potentially just broken your stuff with that last commit (the SRGB one). But it its for the best, really. Please read the commit message to learn how to deal with it :) aardappel/lobster@42aca24
kcvinu
@vinodvinu
Hi all, can i use win32 API functions in loabster ?
Wouter van Oortmerssen
@aardappel
@vinodvinu there's currently no bindings directly to win32. Most of what you'd use win32 for is exposed more portably thru functions coming from SDL/OpenGL/libc etc. What function(s) from win32 would you like to use?
NinoRode
@NinoRode_gitlab
Hello. I'm new here and I hope this is the right place to ask. I'm trying to compile lobster on Ubuntu Feisty. The compilation ends with an error: "/git/lobster/dev/external/SDL/src/audio/jack/SDL_jackaudio.h:24:10: fatal error: jack/jack.h: Datoteka ali imenik s tem imenom ne obstaja [file doesn't exist] 24 | #include <jack/jack.h>" What can I do to make things right?
Wouter van Oortmerssen
@aardappel
@NinoRode_gitlab I didn't know SDL dependent on "jack".. can you try sudo apt-get install jack or similar? Not familiar with this package..
NinoRode
@NinoRode_gitlab
Well, obviously it does... I tried to install "jack, " it doesn't work. A matter of fact, jack in Ubuntu is "libjack-jackd2" and I have a dev package installed. But now when I checked again, there is a libjack-dev package, which isn't installed. I'll install it (hopefully it doesn't mess my sound) and try compiling lobster again. I'll get back to you with the results.
Sorry, I'm not happy installing this. It replaces jacd2 with jackd1, something that is almost certain to bring down my sound system... Do you think that some kind of symbolic link could do the trick?
NinoRode
@NinoRode_gitlab
OK, now I'm embarrassed. I DIDN'T have the development package installed... Installed it, compiles like a charm.
Wouter van Oortmerssen
@aardappel
Like I said.. Lobster uses libsdl2.. I have absolutely NO idea how it implements sound on Linux, and this is the first time ever I've heard of "jack" :)
and I've never heard anyone mention this particular compile error before
luca regini
@lucaregini
Does lobster support hot code reloading?
Wouter van Oortmerssen
@aardappel
@lucaregini not in the engine it comes with currently, no, but there's no reason that couldn't be implemented, or in whatever game it is integrated in
luca regini
@lucaregini
Thanks for the answer. What I really meant was code reloading a-la common lisp. Most game framework I have seen simply keep the application state in a global environment and then reload code at specific points, for example at each iteration of the game loop. CL is agnostic in this sense and a function definition can be reloaded at any time. This is done trough a level of indirection. Could this be achieved with Lobster or do you see any technical challenge?
Wouter van Oortmerssen
@aardappel
@lucaregini well, I am not familiar what exactly common lisp does. It would generally be tricky to replace a single function, since Lobster nowadays goes thru a JIT that uses C underneath, but since it is so fast it should be possible to simply recompile the whole program
keeping the existing game state may also be tricky, since Lobster, unlike common lisp, is generally a very "static" language, meaning adding or removing fields, or changing types would make the previous VM state incompatible. Currently that can even be the case with adding variables, though that could be improved
Though Lobster is generally a friendly, high level language that is great for making games, it's also intended to be fast.. in some sense it will (at some point) not just be the language you write gameplay code in, but also most of what you'd consider the "engine" (minus the most performance sensitive graphics and physics functions)
Wouter van Oortmerssen
@aardappel
So personally, if I wanted to make an engine where Lobster was used in a context with hot reloading, I'd simply add very fast serialization of the game state, and basically re-run the entire Lobster program upon code changes with that state. That would have the advantage that no code changes would be incompatible as long as the serializer can handle them. And it should still be fast, assuming the "engine" keeps textures and models etc in memory while this happens.
Bob Foster
@bobfoster

Sorry to ask a noob question. I just cloned lobster in MacOS and built. I get the following warning: "The macOS deployment target 'MACOSX_DEPLOYMENT_TARGET' is set to 10.7, but the range of supported deployment target versions is 10.9 to 11.1.99."

Xcode said build successful, but:

lobster$ ls bin
openvr_api.dll steam_api64.dll

Wouter van Oortmerssen
@aardappel
@bobfoster probably I haven't updated the xcode files in a while.. let me see what I can do locally
and yeah the binary may end up in a different spot on osx
yes I get the same warning btw, you can ignore it for now
hmm for me the binary does end up in bin
are you building the lobster > my mac target?
Wouter van Oortmerssen
@aardappel
or better yet lobster_release
Bob Foster
@bobfoster
image.png
I think so. Don't know how to change the target to lobster_release.
Wouter van Oortmerssen
@aardappel
see in the top left where it says "lobsterapp" ? that is the .app version, for a gui/graphical installable bundle. click on it it and select lobster_release
Bob Foster
@bobfoster
image.png
Not an option
Bob Foster
@bobfoster
Ok, I can't (AFAIK nobody can) run the prebuilt binary on macOS. And it doesn't build for me in macOS Big Sur (11.1). Please drop a note if you update the project.
Wouter van Oortmerssen
@aardappel
seems you are on an older version? Either way, "lobster" is what you want in that case
the prebuilt binary from the CI? what happens if you try to run it?
Wouter van Oortmerssen
@aardappel
I'm on Big Sur now with latest Xcode, and it builds and runs fine for me with no changes to the project files required (using the lobster_release scheme
same for the lobster scheme
Bob Foster
@bobfoster
Thanks for responding. Instructions say "ensure lobster_release > My Mac". First problem is, I can't find anything that says "lobster_release". Please see image from Dec 27 above.
Bob Foster
@bobfoster
Just to answer your question, when I try to run executable it complains about unverified application, but no matter...
With lobster > My Mac selected, did Product > Build For > Running. That worked, creating bin/lobster executable. As suggested, did 'bin/lobster samples/pythtree.lobster' and, wow! Good demo!
Thanks for help. Still can't find any 'lobster-release' but seem to be fine without it.
Wouter van Oortmerssen
@aardappel
Yes, I responded to your image, saying you could try the "lobster" scheme instead, I'll have to find out why "lobster_release" is missing for you
the problem with the "lobster" scheme is that it builds for debug which may be slow, you may want to go Edit Scheme -> Run -> Build configuration and change to Release
so yeah, you kind of have to build it for release yourself
Bob Foster
@bobfoster
"you may want to go Edit Scheme -> Run -> Build configuration and change to Release"
Did that. Works great. Thanks for the help.
Wouter van Oortmerssen
@aardappel
let me know how you like (or don't like) Lobster :)