[vos-d] Compiling 0.24 with mingw on windows2000

2007-02-23 Thread Ken Taylor
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


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Re: [vos-d] second draft requirements

2007-02-23 Thread Peter Amstutz
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 ]



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Re: [vos-d] Compiling 0.24 with mingw on windows2000

2007-02-23 Thread Peter Amstutz
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 ]



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