Re: [Soya-user] soya svn not compiling on Archlinux anymore

2012-05-09 Thread Lamy Jean-Baptiste
Bonjour,

I usually use Cython 0.16 to compile Soya (and no longer Pyrex).

Can you verify that _activate() is defined (it should be in shader.pyx) ?

I'm currently rewriting the Soya's shading system (and almost all Soya ;)  but 
nothing has been committed yet in the SVN, so it should not be a problem.

Cordialement,
Jean-Baptiste Lamy


Le Wed, 09 May 2012 14:50:39 +0200,
Fabio Varesano fabio.vares...@gmail.com a écrit :

 
  [fabio@gamma soya]$ python2 setup.py build
  Pyrex found - compilation enabled
 
  Remove pyrex and install cython. Does it fixes the issue ?
 
 
 It doesn't seem to work.. it seems to fail with exactly the same kind 
 of problems.. something wrong with the code? Below the errors.
 
 
 Error compiling Cython file:
 
 ...
 cdef class _ARBShaderProgram(_CObj):
  cdef readonly GLuint shader_type
  cdef readonly GLuint _prog_id
  cdef readonly object code
  cdef public object _filename
  cdef void _activate(self)
 ^
 
 
 ./definitions/model/shader.pxd:8:20: C method '_activate' is declared 
 but not defined
 
 Error compiling Cython file:
 
 ...
  cdef readonly GLuint shader_type
  cdef readonly GLuint _prog_id
  cdef readonly object code
  cdef public object _filename
  cdef void _activate(self)
  cdef void _inactivate(self)
   ^
 
 
 ./definitions/model/shader.pxd:9:22: C method '_inactivate' is 
 declared but not defined
 
 Error compiling Cython file:
 
 ...
  cdef readonly GLuint _prog_id
  cdef readonly object code
  cdef public object _filename
  cdef void _activate(self)
  cdef void _inactivate(self)
  cdef void _set_env_parameter(self, int index, float v0,
 float v1, float v2, float v3)
  ^
 
 
 ./definitions/model/shader.pxd:10:29: C method '_set_env_parameter'
 is declared but not defined
 
 Error compiling Cython file:
 
 ...
  cdef readonly object code
  cdef public object _filename
  cdef void _activate(self)
  cdef void _inactivate(self)
  cdef void _set_env_parameter(self, int index, float v0,
 float v1, float v2, float v3)
  cdef void _set_local_parameter(self, int index, float v0, 
 float v1, float v2, float v3)
^
 
 
 ./definitions/model/shader.pxd:11:31: C method '_set_local_parameter' 
 is declared but not defined
 
 Error compiling Cython file:
 
 ...
 
  glPopAttrib()
 
  global _texture_on_depth_buffer_shader
  if _texture_on_depth_buffer_shader is None:
  _texture_on_depth_buffer_shader = 
 _ARBShaderProgram(SHADER_TYPE_FRAGMENT, !!ARBfp1.0
  
   ^
 
 
 soya3d/atmosphere.pyx:487:75: undeclared name not builtin: 
 SHADER_TYPE_FRAGMENT
 building 'soya._soya' extension
 creating build/temp.linux-x86_64-2.7
 gcc -pthread -fno-strict-aliasing -march=x86-64 -mtune=generic -O2 
 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 
 -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector 
 --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -I.
 -I/usr/include -I/usr/local/include -I/usr/X11R6/include
 -I/usr/X11/include -I/usr/include/freetype2
 -I/usr/X11/include/freetype2 -I/usr/local/include/freetype2
 -I/usr/include/cal3d -I/usr/local/include/cal3d -I/sw/include
 -I/opt/local/include -I/opt/local/include/freetype2
 -I/usr/include/python2.7 -c soya._soya.c -o
 build/temp.linux-x86_64-2.7/soya._soya.o -w -fsigned-char
 soya._soya.c:1:2: error: #error Do not use this file, it is the
 result of a failed Cython compilation. error: command 'gcc' failed
 with exit status 1
 
 
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Re: [Soya-user] MMORPG

2007-12-19 Thread Lamy Jean-Baptiste
Le Wed, 19 Dec 2007 15:10:38 +0100,
Souvarine [EMAIL PROTECTED] a écrit :

 Jan Ciger wrote:
 in that case the design evolved from a single player game, where the
  weapon is a particle system and the individual particles cause
 damage. when we needed to quickly make that a dogfight thing that
 works over LAN, was simple and optimally efficient to keep the
 client-side damage calculations, and currently trust is no issue
 there. dunno if that is interesting also w.r.t p2p ideas. 
 
 This will work until the first player connects with a hacked client
 reporting vastly increased damage and ruins the game play for
 everybody. This is precisely the thing you *do not* want to be on the
 client or the client has to be locked down tightly (cryptographically
 signed, closed source, etc.). Even then you will face cheating - see
 games such as Counterstrike where various aimbots (most of them are
 client hacks) almost wiped the scene until some countermeasures
 appeared.
 
For your example about client side computation of damage, wouldn't
 it be possible to compute the damage on several clients and have
 clients to verify if the result they get from other clients is good ?
 
 Player A is playing with a hacked client, it compute a damage of 1000
 HP instead of 10 HP as it should be, a good way to cheat. Player B
 and C are playing on good client. Those clients compute that the
 damage should be 10 HP, when they get a result of 1000 HP from client
 A they both know that something is wrong. Then client B and C report
 client A as a cheater to the server, the server ban client A.

Another interesting possibility : if players A and B are fighting, let the 
player C do the computation. Ideally, player C should be as independent from 
player A and B as possible (e.g. he never met them before, he is far away,...). 
It does not really prevent cheating, but it makes it much complex since, for 
cheating, players A or B need player C agreement.


Cordialement,
Jean-Baptiste Lamy

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Re: [Soya-user] render problem

2007-11-08 Thread Lamy Jean-Baptiste
Hi,

Part of the problem is that we lack windows developers... As I said above, I 
have no windows computer, so I can hardly test everything under this OS... 
(even if i do some test at work :-)).

About the window-resizing problem, if I remind well, SDL behaves differently 
under windows and linux, although both behaviors should be taken into account 
by Soya. However, Soya processes the SDL event only when you call 
process_event(), consequently if you never call it, you may experience troubles.

I'm currently thinking about a new widget system (well, that would be only the 
third for soya ;) and a different event processing system (e.g. process events 
systematically each round, and make process_event() simply returns the events).

Cheer,
Jiba

Le Thu, 8 Nov 2007 13:15:36 +0100,
Ting Li [EMAIL PROTECTED] a écrit :

 Thank you for the reply, julian!
 
 I agree Soya3D is indeed a good and easy-to-learn game engine.
 (Although I'm not intending to use it to
 develop a game. ) And maybe you have more insights and experiences on
 also Panda3D and Ogre3D and
 know their problems, but I didn't have any problem with running their
 examples/tutorials! It's true that
 any software has its weak points. But the support for the product
 varies a lot. E.g. the bug tracking system,
 response speed, and the timing for the real solution. As I know,
 Panda3D, Ogre3D and maybe plus Blender
 GE, they all have very active user community and fast support from the
 develop team, which makes one always
 feel safer/comfortable. 
 
 The point I'd like to repeat here is I like Soya3D. I would be very
 happy if I can use it on my Windows OS (smoothly). 
 But is there somebody can help me to solve the problems I found
 there? If I have to dig into the source by myself
 instead of enjoying developing my own program, perhaps I have to stop
 it and find some other solution as I mentioned.
 I hope you could understand and help. 
 
 (BTW, I think the problems I have are not serious for the engine
 itself, they are
 just something about the cross-platform compatibility, which
 could/should be taken care while developing and testing.
 For instance, the manner to redraw the scene while
 switching/resizing/moving the graphic window and correctly handle
 the mouse/keyboard input events.)

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