[vos-d] Compiling 0.24 with mingw on windows2000
So far: - the bootstrap script worked fine once it knew how to get wget. (To keep it from finding cygwin's pkg-config, which caused some problems for me in the past, I just copied cygwin's wget and all required dlls to the msys bin directory) - autoreconf had a problem due to vos/apps/tests/Makefile.am which referenced an undefined variable ${sqltest} I uncommented the line sqltest = and continued without a problem - Auto-bzr-checkout and build of boost, wxwidgets, and crystalspace seems to have gone without a hitch. However, it looks like crystal space still requires the cs-win32libs library package for a windows build -- this should probably be added to the compiling for windows page in the manual. - making vos itself choked on vos/libs/vos/vutil/strftime_r.cc which calls setenv and unsetenv -- posix functions apparently not provided by mingw! I'm not sure what the portable workaround is for this. Isn't cross-platform development fun? :P Note: I'm using the latest current version of mingw-runtime (3.9) -- the compiling for windows page doesn't suggest downloading this. Did they remove setenv at some point? Should I downgrade back to 3.1? -Ken ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] second draft requirements
On Thu, Feb 22, 2007 at 11:16:24PM -0500, Rob Meyers wrote: Hey yall, last time I wrote to this group was several years ago, but I have been reading the messages as they come along. I took an interest in your work back then as I was struck by the similarities it had with the project VRSpace I was working on at the time. So I read this set of requirements and thought I would throw in my two cents. Glad you've stuck with us. I remember VRSpace (well, visiting the web page anyhow). What became of that? It looks like there's still some mailing list activity. In terms of your scripts section, it would be great to have a COM binding to your api. Although this is pretty winders specific, it opens up all your code to .Net. I've done some work with editing worlds while you are To be honest, I hate COM and our primary development platform has always been Linux, so it's not particularly high on the list of priorities. However, interoperability is going to be a strong focus of the next version, so some kind of COM binding may be down the road. I'm actually more interested in being able to interoperate with .NET directly than trying to do .NET via COM. The tricky part on Windows is that I also want to support compiling with cygwin/mingw, so we can't rely on tools that are only available with Visual Studio. in it, i.e. your interactivity section. Being able to click on the movable objects and having a visual interface to move it around is very helpful. But this idea can be taken a lot further, namely having an editor that allows you to click on an object and see all of its available properties, methods in and out and allows you to change these fields, invoke the methods, etc. Very useful for debugging. Yes, we've been meaning to do that for a long time. It's just a matter of developer time and resources. And if anything is on the wish list, having 3D versions of the most common controls available, i.e. panels, texboxes, labels, scrollbars, etc for building a front end in the hud would be fantastic. If field/events from these widgets are available throug the api, then viola 3d apps. No reason to restrict them to placement in the hud... so you can put a textbox on some object e.g. Either way this property editor mentioned above comes into to augment the front end building experience. Way back when, I think I suggested having the ability to drag a file onto the front end and have its geometry to pop up in the world. Basically, I am in support of anything that makes it easier to put content in the world and manipulate it. These are all good ideas, and I'll incorporate them into the requirements document when I get a chance. I've recently been building a new framework for making 3d apps called AstralX. To test out its capabilities, I originally wrote a chess program, but that was a boring game. So I've built a version of HeroQuest, a boardgame from way back, which is pretty much so completed. Check out some screenshots of the game in play at: https://sourceforge.net/project/screenshots.php?group_id=125518ssid=53527 https://sourceforge.net/projects/astralx/ AstralX is written in C#, uses BitManagement Contact, so all the geometry is VRML/X3D. I used to play Hero Quest! That game was great. I still have a boxful of plastic orcs lying around here somewhere... -- [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ] signature.asc Description: Digital signature ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Compiling 0.24 with mingw on windows2000
On Fri, Feb 23, 2007 at 08:20:31AM -0800, Ken Taylor wrote: So far: - the bootstrap script worked fine once it knew how to get wget. (To keep it from finding cygwin's pkg-config, which caused some problems for me in the past, I just copied cygwin's wget and all required dlls to the msys bin directory) That's a good solution. Actually, to avoid having to use wget, it just occurred to me that Windows (and nearly every other OS in the world) ships with a simple command-line FTP client, so it might be worth having the default downloading program be ftp. - autoreconf had a problem due to vos/apps/tests/Makefile.am which referenced an undefined variable ${sqltest} I uncommented the line sqltest = and continued without a problem Hmm, okay. You're probably using a slightly different version of automake than we have been. I've found that there is a great deal of variation over what it does and does not complain about across versions. - Auto-bzr-checkout and build of boost, wxwidgets, and crystalspace seems to have gone without a hitch. However, it looks like crystal space still requires the cs-win32libs library package for a windows build -- this should probably be added to the compiling for windows page in the manual. Yes, you do need cs-win32libs. My mistake for not documenting that. - making vos itself choked on vos/libs/vos/vutil/strftime_r.cc which calls setenv and unsetenv -- posix functions apparently not provided by mingw! I'm not sure what the portable workaround is for this. Isn't cross-platform development fun? :P Uh oh. Blame Reed. And the fact that I haven't actually built VOS on Windows for a while... That particular file was just added recently. I need to set up a dedicated Windows box for development so I don't have to reboot my main machine (which is Linux). Perhaps I should get up boot camp and dual boot my MacBook... Unless Reed can give you a more specific answer about strftime_r, I'll have to take when I get around to it. The worst case scenario may be that you can #ifdef out the offending lines, as it is probably only necessary for very specific non-core functionality. Note: I'm using the latest current version of mingw-runtime (3.9) -- the compiling for windows page doesn't suggest downloading this. Did they remove setenv at some point? Should I downgrade back to 3.1? I have no idea, I haven't played in mingw land for a while, and last time I checked they were stuck at a particular version for ages and ages. It's possible they finally upgraded. The best way to deal with cross-platform issues is going to be a continous build that tests every change and tells us fairly quickly when something is broken. We have one set up on interreality.org for Linux, but we still need to target Windows and OS X. The main issue is just having the extra hardware -- I might be able to scare up some old systems that will hopefully do the job. -- [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ] signature.asc Description: Digital signature ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d