Re: [osg-users] dtEntity OSG entity system videos

2011-11-02 Thread John Vidar Larring

 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

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Re: [osg-users] dtEntity OSG entity system videos

2011-11-02 Thread Martin Scheffler
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

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[osg-users] dtEntity OSG entity system videos

2011-10-29 Thread Sergey Kurdakov
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
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[osg-users] dtEntity OSG entity system videos

2011-10-28 Thread Martin Scheffler
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

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