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October 15, 2012 Re: 48 hour game jam | ||||
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On 15.10.2012 13:52, Manu wrote:
> We did a 48hr game jam at work this past weekend.
> We decided to do our entry in D, to further prove that D was a viable
> and productive solution for real-world game dev.
>
> Here's our entry, for those interested.
> It has only been built/tested in Windows using VS2010, but it should
> theoretically work on Linux and consoles as well (but the build scripts
> aren't setup to do it automatically).
> If there is interest, I will create the build scripts, and test on Linux.
>
> https://github.com/RemedyGameJam/stache/wiki
>
Matt Damon on top of Mt. Fiji and four badass fighters... Sign me in! But how do you control that thing? The only thing that did something was Alt-F4.
I haven't built it myself, just downloaded the zip from github and dx11_43.dll from somewhere.
Martin
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October 15, 2012 Re: 48 hour game jam | ||||
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Attachments:
| On 15 October 2012 16:18, Martin Drasar <drasar@ics.muni.cz> wrote:
> On 15.10.2012 13:52, Manu wrote:
> > We did a 48hr game jam at work this past weekend.
> > We decided to do our entry in D, to further prove that D was a viable
> > and productive solution for real-world game dev.
> >
> > Here's our entry, for those interested.
> > It has only been built/tested in Windows using VS2010, but it should
> > theoretically work on Linux and consoles as well (but the build scripts
> > aren't setup to do it automatically).
> > If there is interest, I will create the build scripts, and test on Linux.
> >
> > https://github.com/RemedyGameJam/stache/wiki
> >
>
> Matt Damon on top of Mt. Fiji and four badass fighters... Sign me in! But how do you control that thing? The only thing that did something was Alt-F4.
>
> I haven't built it myself, just downloaded the zip from github and dx11_43.dll from somewhere.
>
Ah, nicely spotted, I should stick that DLL in the zip now that you mention it.
Controls are by gamepads (work in a console dev studio, no shortage of 360
pads! ;)
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October 16, 2012 Re: 48 hour game jam | ||||
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Attachments:
| On 15 October 2012 16:18, Martin Drasar <drasar@ics.muni.cz> wrote:
> On 15.10.2012 13:52, Manu wrote:
> > We did a 48hr game jam at work this past weekend.
> > We decided to do our entry in D, to further prove that D was a viable
> > and productive solution for real-world game dev.
> >
> > Here's our entry, for those interested.
> > It has only been built/tested in Windows using VS2010, but it should
> > theoretically work on Linux and consoles as well (but the build scripts
> > aren't setup to do it automatically).
> > If there is interest, I will create the build scripts, and test on Linux.
> >
> > https://github.com/RemedyGameJam/stache/wiki
> >
>
> Matt Damon on top of Mt. Fiji and four badass fighters... Sign me in! But how do you control that thing? The only thing that did something was Alt-F4.
>
> I haven't built it myself, just downloaded the zip from github and dx11_43.dll from somewhere.
>
Uploaded a new build with keyboard controls (prev only gamepad supported), and also bundled the DLL's, which some people didn't seem to have on their system...
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October 16, 2012 Re: 48 hour game jam | ||||
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Attachments:
| Nice work -- I can use this as a reference to get started with D and Fuji right?
On Tue, Oct 16, 2012 at 6:03 PM, Manu <turkeyman@gmail.com> wrote:
> On 15 October 2012 16:18, Martin Drasar <drasar@ics.muni.cz> wrote:
>
>> On 15.10.2012 13:52, Manu wrote:
>> > We did a 48hr game jam at work this past weekend.
>> > We decided to do our entry in D, to further prove that D was a viable
>> > and productive solution for real-world game dev.
>> >
>> > Here's our entry, for those interested.
>> > It has only been built/tested in Windows using VS2010, but it should
>> > theoretically work on Linux and consoles as well (but the build scripts
>> > aren't setup to do it automatically).
>> > If there is interest, I will create the build scripts, and test on
>> Linux.
>> >
>> > https://github.com/RemedyGameJam/stache/wiki
>> >
>>
>> Matt Damon on top of Mt. Fiji and four badass fighters... Sign me in! But how do you control that thing? The only thing that did something was Alt-F4.
>>
>> I haven't built it myself, just downloaded the zip from github and dx11_43.dll from somewhere.
>>
>
> Uploaded a new build with keyboard controls (prev only gamepad supported), and also bundled the DLL's, which some people didn't seem to have on their system...
>
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October 16, 2012 Re: 48 hour game jam | ||||
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Attachments:
| On 16 October 2012 12:18, Danni Coy <danni.coy@gmail.com> wrote:
> Nice work -- I can use this as a reference to get started with D and Fuji right?
>
>
> On Tue, Oct 16, 2012 at 6:03 PM, Manu <turkeyman@gmail.com> wrote:
>
>> On 15 October 2012 16:18, Martin Drasar <drasar@ics.muni.cz> wrote:
>>
>>> On 15.10.2012 13:52, Manu wrote:
>>> > We did a 48hr game jam at work this past weekend.
>>> > We decided to do our entry in D, to further prove that D was a viable
>>> > and productive solution for real-world game dev.
>>> >
>>> > Here's our entry, for those interested.
>>> > It has only been built/tested in Windows using VS2010, but it should
>>> > theoretically work on Linux and consoles as well (but the build scripts
>>> > aren't setup to do it automatically).
>>> > If there is interest, I will create the build scripts, and test on
>>> Linux.
>>> >
>>> > https://github.com/RemedyGameJam/stache/wiki
>>> >
>>>
>>> Matt Damon on top of Mt. Fiji and four badass fighters... Sign me in! But how do you control that thing? The only thing that did something was Alt-F4.
>>>
>>> I haven't built it myself, just downloaded the zip from github and dx11_43.dll from somewhere.
>>>
>>
>> Uploaded a new build with keyboard controls (prev only gamepad supported), and also bundled the DLL's, which some people didn't seem to have on their system...
>>
>
Sure. I also backported the fixes into Fuji, and polished up the D bindings
last night to work on Linux.
Was gonna put a Linux build script in there, since most people here are
linux users.
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October 16, 2012 Re: 48 hour game jam | ||||
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Posted in reply to Manu | On 2012-10-16 13:40, Manu wrote: > Sure. I also backported the fixes into Fuji, and polished up the D > bindings last night to work on Linux. > Was gonna put a Linux build script in there, since most people here are > linux users. We want a script for Mac OS X as well :) I replaced "dist/bin/premake4" with a Mac OS X binary and I tried running "stache/Fuji/create_project.sh". this is the output I got: ... ==== Building Fuji (release) ==== Creating ../Build/Release/Fuji glew.c DebugMenu.cpp In file included from ../../dist/include/Fuji/Fuji.h:356, from ../Source/DebugMenu.cpp:1: ../../dist/include/Fuji/MFTypes.h:69: error: ‘ssize_t’ does not name a type In file included from ../../dist/include/Fuji/Fuji.h:390, from ../Source/DebugMenu.cpp:1: ../../dist/include/Fuji/Util.h: In function ‘void MFFixUp(T*&, void*, int)’: ../../dist/include/Fuji/Util.h:54: error: ‘intp’ was not declared in this scope ../../dist/include/Fuji/Util.h:54: error: expected `;' before ‘offset’ ../../dist/include/Fuji/Util.h:57: error: ‘offset’ was not declared in this scope ../../dist/include/Fuji/Util.h:59: error: ‘offset’ was not declared in this scope make[1]: *** [../Build/Release/Fuji/DebugMenu.o] Error 1 make: *** [Fuji] Error 2 -- /Jacob Carlborg |
October 16, 2012 Re: 48 hour game jam | ||||
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Posted in reply to Jacob Carlborg Attachments:
| On 16 October 2012 16:08, Jacob Carlborg <doob@me.com> wrote:
> On 2012-10-16 13:40, Manu wrote:
>
> Sure. I also backported the fixes into Fuji, and polished up the D
>> bindings last night to work on Linux.
>> Was gonna put a Linux build script in there, since most people here are
>> linux users.
>>
>
> We want a script for Mac OS X as well :)
> I replaced "dist/bin/premake4" with a Mac OS X binary and I tried running
> "stache/Fuji/create_project.**sh". this is the output I got:
>
> ...
>
> ==== Building Fuji (release) ====
> Creating ../Build/Release/Fuji
> glew.c
> DebugMenu.cpp
> In file included from ../../dist/include/Fuji/Fuji.**h:356,
> from ../Source/DebugMenu.cpp:1:
> ../../dist/include/Fuji/**MFTypes.h:69: error: ‘ssize_t’ does not name a
> type
> In file included from ../../dist/include/Fuji/Fuji.**h:390,
> from ../Source/DebugMenu.cpp:1:
> ../../dist/include/Fuji/Util.**h: In function ‘void MFFixUp(T*&, void*,
> int)’:
> ../../dist/include/Fuji/Util.**h:54: error: ‘intp’ was not declared in
> this scope
> ../../dist/include/Fuji/Util.**h:54: error: expected `;' before ‘offset’
> ../../dist/include/Fuji/Util.**h:57: error: ‘offset’ was not declared in
> this scope
> ../../dist/include/Fuji/Util.**h:59: error: ‘offset’ was not declared in
> this scope
> make[1]: *** [../Build/Release/Fuji/**DebugMenu.o] Error 1
> make: *** [Fuji] Error 2
Well I've not tested mac, but I'll make the Linux build work tonight, and
from that, you should be able to adapt it easily.
Does OSX have X11 libs?
If there is no X11 libs for OSX, then you will need to knock up an
MFDisplay_OSX.cpp for cocoa, which should be trivial (just create a window,
then call into MFRenderer_OpenGL.cpp init, as the windows/X11 ones do).
Infact, I'd really like to have a proper cocoa version anyway... ;)
You might also have problems with sound and input in osx, if they aren't
using the same libraries as linux. Writing the backend drivers for new
platforms is very easy, I've just never wanted to run on a mac.
I don't suppose you might like to help me out making proper support for
OSX? I'll be home on a couple of hours if we could take it offline then.
There's probably 2-3 drivers that need to be written, and some tweaks to
the typical C++ platform disambiguation nonsense at the top of Fuji.h.
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October 16, 2012 Re: 48 hour game jam | ||||
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Posted in reply to Manu | On 2012-10-16 15:29, Manu wrote: > Well I've not tested mac, but I'll make the Linux build work tonight, > and from that, you should be able to adapt it easily. > Does OSX have X11 libs? Yes, Mac OS X has X11. > If there is no X11 libs for OSX, then you will need to knock up an > MFDisplay_OSX.cpp for cocoa, which should be trivial (just create a > window, then call into MFRenderer_OpenGL.cpp init, as the windows/X11 > ones do). > Infact, I'd really like to have a proper cocoa version anyway... ;) Yeah, a proper Cocoa version is always nice. > You might also have problems with sound and input in osx, if they aren't > using the same libraries as linux. Writing the backend drivers for new > platforms is very easy, I've just never wanted to run on a mac. > I don't suppose you might like to help me out making proper support for > OSX? I'll be home on a couple of hours if we could take it offline then. > There's probably 2-3 drivers that need to be written, and some tweaks to > the typical C++ platform disambiguation nonsense at the top of Fuji.h. It depends on how much work it is, but I can have a look. -- /Jacob Carlborg |
October 16, 2012 Re: 48 hour game jam | ||||
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Posted in reply to Jacob Carlborg Attachments:
| On 16 October 2012 18:02, Jacob Carlborg <doob@me.com> wrote: > On 2012-10-16 15:29, Manu wrote: > > Well I've not tested mac, but I'll make the Linux build work tonight, >> and from that, you should be able to adapt it easily. >> Does OSX have X11 libs? >> > > Yes, Mac OS X has X11. What about alsa/pulse/oss, linux input? I presume OSX has it's own variants of each of these things. If there is no X11 libs for OSX, then you will need to knock up an >> MFDisplay_OSX.cpp for cocoa, which should be trivial (just create a >> window, then call into MFRenderer_OpenGL.cpp init, as the windows/X11 >> ones do). >> Infact, I'd really like to have a proper cocoa version anyway... ;) >> > > Yeah, a proper Cocoa version is always nice. Indeed, but does that involve .m files? :) You might also have problems with sound and input in osx, if they aren't >> using the same libraries as linux. Writing the backend drivers for new >> platforms is very easy, I've just never wanted to run on a mac. >> I don't suppose you might like to help me out making proper support for >> OSX? I'll be home on a couple of hours if we could take it offline then. >> There's probably 2-3 drivers that need to be written, and some tweaks to >> the typical C++ platform disambiguation nonsense at the top of Fuji.h. >> > > It depends on how much work it is, but I can have a look. I'll do it with you/do most of it myself, I just need someone to test it, and give me OSX advice. |
October 16, 2012 Re: 48 hour game jam | ||||
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Posted in reply to Jacob Carlborg Attachments:
| On 16 October 2012 16:08, Jacob Carlborg <doob@me.com> wrote:
> On 2012-10-16 13:40, Manu wrote:
>
> Sure. I also backported the fixes into Fuji, and polished up the D
>> bindings last night to work on Linux.
>> Was gonna put a Linux build script in there, since most people here are
>> linux users.
>>
>
> We want a script for Mac OS X as well :)
> I replaced "dist/bin/premake4" with a Mac OS X binary and I tried running
> "stache/Fuji/create_project.**sh". this is the output I got:
>
> ...
>
> ==== Building Fuji (release) ====
> Creating ../Build/Release/Fuji
> glew.c
> DebugMenu.cpp
> In file included from ../../dist/include/Fuji/Fuji.**h:356,
> from ../Source/DebugMenu.cpp:1:
> ../../dist/include/Fuji/**MFTypes.h:69: error: ‘ssize_t’ does not name a
> type
> In file included from ../../dist/include/Fuji/Fuji.**h:390,
> from ../Source/DebugMenu.cpp:1:
> ../../dist/include/Fuji/Util.**h: In function ‘void MFFixUp(T*&, void*,
> int)’:
> ../../dist/include/Fuji/Util.**h:54: error: ‘intp’ was not declared in
> this scope
> ../../dist/include/Fuji/Util.**h:54: error: expected `;' before ‘offset’
> ../../dist/include/Fuji/Util.**h:57: error: ‘offset’ was not declared in
> this scope
> ../../dist/include/Fuji/Util.**h:59: error: ‘offset’ was not declared in
> this scope
> make[1]: *** [../Build/Release/Fuji/**DebugMenu.o] Error 1
> make: *** [Fuji] Error 2
Wanna jump on IRC, or some IM? googletalk?
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