Re: [osg-users] dtEntity OSG entity system videos
Hi Martin, Looks like an interesting project and I'd like to try it out. However, I am having a small linker issue. I'm compiling with the following cmake options: BUILD_CEGUI_WRAPPER OFF BUILD_ENET_INTEGRATION OFF BUILD_EXAMPLES ON BUILD_JAVASCRIPT_WRAPPERSOFF BUILD_LIBROCKET OFF BUILD_PHYSX OFF BUILD_QT ON BUILD_TESTS OFF BUILD_WITH_DELTA3D OFF BUILD_XERCES OFF CMAKE_BUILD_TYPE Release CMAKE_INSTALL_PREFIX /usr/local OPENTHREADS_INCLUDE_DIR /usr/local/include OSG_BUILD_DIR OSG_INCLUDE_DIRS /usr/local/include OSG_LIBRARIES /usr/local/lib64/libOpenThreads.so;/usr/local/lib64/libosg.so;/usr/local/lib64/libosgAnimation.so;/usr/local/lib64/libosgDB.so;... OSG_ROOT_DIR QT_QMAKE_EXECUTABLE /usr/local/qt4/bin/qmake USE_BOOST_POOL OFF UUID_INCLUDE_DIR /usr/include UUID_LIBRARY /usr/lib64/libuuid.so The compile output is as follows: % make Linking CXX shared library ../../libdtEntity.so [ 33%] Built target dtEntity Linking CXX shared library ../../libdtEntitySimulation.so [ 36%] Built target dtEntitySimulation Linking CXX executable ../../bin/testDebugDrawManager [ 37%] Built target testDebugDrawManager Linking CXX executable ../../bin/testEntity [ 38%] Built target testEntity Linking CXX executable ../../bin/testWheels [ 40%] Built target testWheels Linking CXX shared library ../../libtestEntitySystemPlugin.so [ 42%] Built target testEntitySystemPlugin Linking CXX shared library ../../libdtEntityQtWidgets.so [ 92%] Built target dtEntityQtWidgets [ 93%] Generating __/__/include/dtEntityEditor/moc_editormainwindow.cxx [ 94%] Generating __/__/include/dtEntityEditor/moc_editorapplication.cxx Scanning dependencies of target dtEntityEditor [ 95%] Building CXX object source/dtEntityEditor/CMakeFiles/dtEntityEditor.dir/editorapplication.cpp.o [ 96%] Building CXX object source/dtEntityEditor/CMakeFiles/dtEntityEditor.dir/editormainwindow.cpp.o [ 97%] Building CXX object source/dtEntityEditor/CMakeFiles/dtEntityEditor.dir/main.cpp.o [ 98%] Building CXX object source/dtEntityEditor/CMakeFiles/dtEntityEditor.dir/__/__/include/dtEntityEditor/moc_editorapplication.cxx.o [100%] Building CXX object source/dtEntityEditor/CMakeFiles/dtEntityEditor.dir/__/__/include/dtEntityEditor/moc_editormainwindow.cxx.o Linking CXX executable ../../bin/dtEntityEditor /usr/bin/ld: cannot find -ldtEntityWrappers collect2: ld returned 1 exit status Does this mean that I have to enable BUILD_CEGUI_WRAPPER and/or BUILD_JAVASCRIPT_WRAPPERS ? Or is there something else missing? Build system: CentOS 6.0 gcc 4.4.4 Best regards, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dtEntity OSG entity system videos
Hi John, yes, that was a bug in the CMake file. I just committed a fix. The editor depends on JavaScript for camera motion and tools. I'm affraid without V8 you will only be able to build the dtEntity lib and a few very simple demos. If you decide to build V8 yourself please build it as a shared library! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43692#43692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dtEntity OSG entity system videos
Hi Martin, dtEntity is a great system, a similar system is http://flohofwoe.blogspot.com/2007/11/nebula3s-application-layer-provides.html ( though the engine is abandoned ) and lists many benefits for such type of code organization (a link just for those who are still skeptical - to show another take on the approach). there are efforts ( though quite different ) to simplify game development adding flexible interprocess events system, serializaion http://nocturnal.insomniacgames.com/index.php/Main_Page ( code here https://github.com/HeliumProject/Helium ) ,maybe similar features might be of interest for you library in future. unfortunately cannot spent much time on the system ( have other responsibilities ), but it actually looks great. Thanks. BTW there are few OSG devs in G+ , so you might share some dtEntity related news there ( G+ seems tech oriented social network, so more people could just chat with you on the issues ). Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dtEntity OSG entity system videos
Hi all, I just want to inform you all about my ongoing work with dtEntity, a game/simulation framework on top of OSG. I posted an announcement a few months back, but a lot has happened since then. Most importantly, dtEntity is no longer dependent on Delta3d (although integration is still possible). Video 1, JavaScript demos: http://www.youtube.com/watch?v=FBkcEfFb7ug Video 2, Qt editor in action: http://www.youtube.com/watch?v=TiyoaAayVMw Project homepage: http://code.google.com/p/dtentity/ Features: * Pure component system - functionality is shared by composition, not by inheritance. No data or functionality in game object, game object is an aggregation of components. * Entity system approach to storing components - components are stored by type, not by game object * Fully scriptable with Google V8 JavaScript * Integrates libRocket GUI and CEGUI * Publish-Subscribe message system * Many existing components: Mesh, animation, text label, camera, transform, sky box, ground clamper... * Plugin system for loading additional component libraries * XML map format, maps can be independently loaded and unloaded at runtime * Qt based map editor * A Qt property editor, property edit masks are configurable on a per-property basis in an xml file (for example: Vec4 Property 'color' in component of type TextureLabel? should be edited with a color picker) * Hierarchical composition of entities is possible - use attachment points to define where in scene graph an entity shows up. Example: Sky box entity has a component LayerAttachPoint? that other entities can choose to attach to. * Can be compiled to use Delta3D actors. This way, delta3d features like Cal3d animation, clouds rendering etc can be used. * Debug draw manager for quickly displaying debug geometry like lines, points, triangles * Prototypical PhysX bindings I would love it if other people found this useful and maybe joined my efforts to create a slim, flexible simulation infrastructure for OSG! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43619#43619 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org