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Messages - kiaran

Pages: [1] 2
1
General / Do I need to build separate 64bit binary for Linux?
« on: May 30, 2011, 02:51:56 am »
Thank you for clarifying this!

Can anyone enlighten me about the actual, real-world performance difference between 32/64bit architectures.

I know you can access more RAM, does it also make your system somehow faster?

2
General / SFML Logo / Jingle
« on: May 29, 2011, 03:00:51 am »
@Laurent - Glad you like BEEP. It's on Steam now and I'm porting it to Linux and Mac. If you have a list of 'games using SFML' please add BEEP!

(oh and the intro now shows the SFML logo instead of SDL)

3
General / Do I need to build separate 64bit binary for Linux?
« on: May 29, 2011, 02:46:35 am »
I am packaging my SFML game for Linux.  My system is 32bit. Do I also need to build a 64bit version for people using 64bit linux?

I see a 32bit/64bit versions of the SFML libraries. Is the 32bit version not compatible with 64bit OS?

In windows, you can run 32bit apps on 64bit OS...

4
General / SFML Logo / Jingle
« on: May 03, 2011, 12:27:17 am »
Laurent - Could you please put the logo on the download page?

I was searching all over and luckily found it buried here in the forum!

Btw, SFML rocks. I just switched my game over to it from SDL and I'm LOVING it. I'm using SFML for windowing and it seems to work on a wider variety of systems where SDL would crash or create weird video modes. My game is BEEP (www.bigfatalien.com) if you care to check it out.

5
Audio / Compilation errors
« on: July 29, 2010, 11:14:44 pm »
Open sourcing the engine is something I'm looking into. B

But I'm using commercial 3d software for level design which I don't think would be very useful to many people. Still, if someone really wanted to they could build their own content pipeline without my toolset...

6
Audio / Compilation errors
« on: July 28, 2010, 04:09:13 am »
Well, this a commercial product so it's not going to be available in any repo anywhere or anything.

I was planning on just having a download .tar with a shell script that checks for the 32/64bit and points to the correct binary/libraries.

Regarding statically linking: I'm using SDL and I think I read somewhere that you can only statically link it into an open source program, which mine is definitely not.

I'm only using SFML for it's nice interface with OpenAL. On a completely unrelated note, I tried porting my project to SFML for window management and input a while ago but ran into too many issues so I just had to abandon. But I'm happy with the mix of components I'm using now. I wrote an article about it if you care to see exactly what I'm doing:

http://www.bigfatalien.com/?p=110

7
Audio / Compilation errors
« on: July 27, 2010, 10:19:24 pm »
Yeah, I think I will take a stab at statically linking it.  I know not all open source software licenses (SDL) let you do that. I was being cautious by dynamically linking.

The reason I don't want to rely on system-level libraries is because I really don't want the headache of supporting less technically inclined users with questions about missing dependencies. When you buy a game it should 'just work'.

I was looking at how World of Goo does it. They basically run the game from a shell script which points the binary to a local directory to search for needed libraries before looking to the global usr/lib folder.
export LD_LIBRARY_PATH="./libs":"$LD_LIBRARY_PATH"

I'm not crazy about using a shell script to launch the game, but I can't statically link everything my game uses... so lesser of two evils I guess.

8
Audio / Compilation errors
« on: July 27, 2010, 09:09:08 pm »
Svenstaro - I manually installed the SFML package and pointed my binary to local versions of the libraries. I'm hoping this makes it easier to distribute my application this way since it's more self-contained it should be less error prone.

I looked into installing the public package from the gcc tutorial but it doens't make any sense to me. From the tutorial:

Quote
Once you have downloaded and extracted the files to your hard drive, you must install the SFML headers and library files to the appropriate location. To do so, you just have to go to the SFML-x.y directory and type "sudo make install".


Where is the SFML-x.y directory in the download? I don't see it.

Edit: So no, I wasn't able to get your minimal example working because I haven't installed SFML in a system-wide way.

9
Audio / Compilation errors
« on: July 27, 2010, 02:39:28 am »
I'm not including anything before Audio.hpp.

I'll try to compile that minimal test. Right now I'm under the gun to get this linux build finished.

10
Audio / Compilation errors
« on: July 26, 2010, 08:00:52 am »
Svenstaro- Thanks for you help. This linux stuff is daunting.

I eventually managed to get that compile error to disappear. Its been a really frustrating experience, because I still have no idea what the exact problem was. But through much trial and error I determined that the NAME of the Status enum defined in Sound.hpp was simply not going to work.

In the end, all I did was rename the enum variable from "Status" to "Stat:. I know it sounds ridiculous, but that let everything compile and run.

I HAVE NO CLUE WHY. I hate 'mystery' crap like this so any insight would be appreciated. Heck, I'd even take a wild theory at this point because I have no idea why this name change would have this affect.

11
Audio / Compilation errors
« on: July 25, 2010, 10:43:10 pm »
I'm no expert linux programmer, but I've done a bit in the past. Maybe I'm setting things up incorrectly.

1. I include the SFML audio header into my own Audio sub-system.
2. I add the SFML/include directory to the compiler search path.
3. I place the .so libraries in my project root folder.

Compiling fails at the Sound.hpp header file.

After some experimentation, I was able to get it to compile, but only by chaning all references to the 'Status' enum and renaming it 'SoundState'. But since I only changed the headers this is giving me linker errors. It seems like a naming conflict, but I don't see how that is possible since it's inside a namespace.

So I'm still stuck here. Am setting up the build environment correctly?

12
Audio / Compilation errors
« on: July 25, 2010, 08:55:50 pm »
Svenstaro - I tried SFML from the Arch linux repo. But I'm still getting the same compile error.

Laurent- I'm going try doing some surgery on the files.

This really sucks.

13
Audio / Compilation errors
« on: July 25, 2010, 09:14:13 am »
I've been messing with this compile error for the past three hours and I'm at my wits end here.

I think it may be a corrupted file encoding or something. Oddly, when I remove only the comments from the file, the line error jumps around from the enum Status to various functions near the end of the class definition. But apart from being on a different line, the error is always the same:

error: expected identifier before β€˜int’
error: expected unqualified-id before β€˜{’ token

Suspecting a missing brace in one of the header files, I commented them out completely but the error remains.

Oddly enough, changed the file encoding in Code::Blocks also cause the error line to jump around. This suggests to me that the .cpp files have been corrupted in some way. My next move is to rewrite the code into a new .cpp file but this is a LAST resort and may not even work if my theory is wrong.

Any help is greatly appreciated. My whole project compiles in linux now, it's just this silly bug that is holding up the whole project.

14
Audio / Compilation errors
« on: July 25, 2010, 06:40:40 am »
I'm getting the exact same error on the same line when compiling the sound header.

I'm using gcc 4.4.3.

Did anyone find a solution for this? I've never even seen this compiler error before and a glance at the code doesn't suggest that anything should be wrong with it. Indeed, the same file has compiled for me with Visual Studio.

15
Window / Event Loop Hitches Program
« on: May 30, 2009, 12:18:21 am »
Quote
The program seems to do exactly this. Or which amount of events do you expect from moving your mouse for two seconds?


The output stream from my previous post shows the number of events processed on each frame. If the mouse moved during that frame, I would expect to see a '1' printed out not 13 or 222.

As long as I keep moving my mouse, events continue to be accumulating in the event queue and the program STOPS COMPLETELY until the mouse stops generating new events (ie. I take my hand off it).

The behavior I would expect is that as I move the mouse, on each frame a new single event is created and the program moves onward. As it is now, I can effectively pause my program indefinitely by continually moving my mouse around the screen. Oddly enough, I have the same problem with SDL on my machine only the events stop queue up at a certain limit and the program moves on resulting in intermittent stop/go/stop behavior while the mouse is moving.

I will reproduce the bug with minimal code and post it this weekend. Thanks! :)

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