22-06-16, 08:04 | #1971 |
Member
Joined: Apr 2013
Posts: 343
|
There is another error when I tried to compile the latest update from today
|
22-06-16, 08:21 | #1972 |
Member
Joined: May 2010
Posts: 256
|
I fixed that by adding in inclusion to 3rdparty\LuaState\include and 3rdparty\al\include, but now it's complaining about missing <sndfile.h>
|
22-06-16, 09:00 | #1973 |
Member
Joined: Jun 2015
Posts: 138
|
Yes, it's possible. I just pointed out to the lack of resources. There are too many tasks and too little time
|
22-06-16, 10:41 | #1974 | |
Member
Joined: May 2010
Posts: 256
|
Quote:
TDM-GCC and the included GCC 4.9.2 both complain about 'inflate' and 'compress' functions, 4.9.3 can't find <pthread.h> but if I add it in, it causes redefinition of 'timespec', 4.7.1 complains about the '__sync_' atomics I'm using the latest commit from upstream/master, by the way. If I try the other branch, it gives an entire different set of errors Also, git keeps barfing about the project .depend file, can I stop tracking it or is it needed in the source control? Last edited by Nickotte; 22-06-16 at 10:44. |
|
22-06-16, 10:46 | #1975 | |
Member
Joined: Dec 2010
Posts: 2,773
|
Quote:
I'm linking libpthread_s.dll.a C:\TDM-GCC-32\lib |
|
22-06-16, 11:03 | #1976 |
Member
Joined: Jan 2013
Posts: 195
|
static usage of pthread may prevents the errors without using initialization, but I use static version without errors and without initialization... (-static flag for linker);
The first part of TODO and doc's (have a little time): * - high priority bug / task; The main plan: first we need to implement TR1 gameplay, so TR1 functions tasks are more priority than TR4 / TR5 functions; let us made simple, but stable and working version and next step by step extends functionality; Build configuration: 1. *add lua and SDLImage to extern folder (TeslaRus task); 2. *add build extern libs script ( -> *.a), update c::b project (TeslaRus task); 3. make good autobuild system; Git working: commits to master may be: 1. merging with feature branch (branch that contains new feature, or big bug fixing); 2. little and clean bug fixes; 3. documentation updating; 4. build scripting updates (may be used feature branch, by autor's opinion); 5. independed resources updating; creating feature branches and commits to them are free; extern folder not for editing - it is place for external libraries sources / headers; src/core folder: only by TeslaRus, make request if you want to change something; other folders: by merge requests to TeslaRus or after code review (by merge request) by command (more details will be discussed); I will make some commits after merge request too (number of errors will be decreased significantly in review case); Collision system: current situation: 1. fixed back / front faced polygons orientation for physics geometry, so there is working Filtered Ray Test (skips back faced polygons) in engine; 2. collision margin == 0, because in other case near edges normales become smooth and Lara slides down or stops in places she should not; todo: 1. *fix shimmy left / right jamming; 2. *fix mowing while landing on sloping surface (1. find body parts that stops Lara; 2. tune collision form, or disable collision checking for them; bind with 3; 3. *make ghost body parts meshes tunable by config (no more hardcoded boxes); 4. for the future optimazation add switchable single ghost object for character; 5. add long ray test (parces rooms portals and builds room list for collisional checking) needs for long range shooting and AI; 6. make refactoring of Physics_GetCurrentCollisions(...) (mem managment); 7. fix mowing in some floor slant cases in Character_FixPosByFloorInfoUnderLegs(...); 8. *fix jammed (or slows and stopped) rolling stones, where it is critical (optional roll by path(not implemented), or roll by physics (implemented)); Character controller: todo: 1. *wepon control system needed to be refactored / fixed; (2 handed weapon model switches in wrong frame); 2. *add auto weapon hiding in water environment a.t.c. (simple task) 3. fix case of croaching weapons usage; 4. *implements base state control for TR1 enemies (bat, wolf, bear, first, others - later); - it is needed for simple AI testing / developing; Last edited by TeslaRus; 22-06-16 at 11:07. Reason: syntax mistake |
22-06-16, 11:34 | #1977 |
Member
Joined: Jun 2015
Posts: 138
|
I'm looking at Steffen's work on Hunter package manager. It has big advantages over the old system:
I think there should be a policy that every new feature should go in its own folder with its own project file. Thus it won't cause new conflicts and would allow for earlier integration. That's how Facebook recommends to lay out feature development for painless integration. Otherwise it will cause big breakage after merging all at once (remember C++ re-factoring?) There was a big problem with simulation model in the old engine. T4Larson worked on improving it and he had some progress in his repo. Some discussion is here. |
22-06-16, 11:58 | #1978 | |
Member
Joined: Jan 2013
Posts: 195
|
Quote:
+ Merge request may be not only to me (but I have to know about it); I need to reread this and study repo, but it takes time... The first I need to update ENGINE.md documentation and continue write to do list (+ extern libs...); |
|
22-06-16, 12:28 | #1980 |
Member
Joined: Jan 2013
Posts: 195
|
About some bugs: in most number of cases I prefer to write 10 strings fix code to level fix script for 10 levels instead writing 1000 strings sticks to engine (with adding new bugs); But if engine fixes is not sticky and conceptual correct, than better fix engine;
|
Thread Tools | |
|
|