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James Leighe

Member Since 17 Nov 2009
Offline Last Active Today, 02:06 AM
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Topics I've Started

Making a Static Lib in Linux

25 January 2013 - 08:29 PM

(c++, clang++, debian: wheezy)

 

I'm trying to build and link to a static library in Linux (which I have never programmed in before).

 

The problem I am having is that when I try to link to my library it tells me:

"../libsophia/build/libsophia.a: could not read symbols: Archive has no index; run ranlib to add one"

 

Then, when I try to run "nm libsophia.a" I get:

nm: sa_math.o: File format not recognized
nm: sa_sophia.o: File format not recognized
nm: sa_stringtools.o: File format not recognized
nm: sa_string.o: File format not recognized
nm: sa_baseapplication.o: File format not recognized
nm: sa_random.o: File format not recognized
 
So, I must at least be compiling it wrong!
 
Here are my makefiles:
(My Static Library)
	clang_compile = clang++ -std=c++0x -S

all:
	$(clang_compile) sa_math.cpp		-o build/sa_math.o
	$(clang_compile) sa_sophia.cpp		-o build/sa_sophia.o
	$(clang_compile) sa_stringtools.cpp	-o build/sa_stringtools.o
	$(clang_compile) sa_string.cpp		-o build/sa_string.o
	$(clang_compile) sa_baseapplication.cpp	-o build/sa_baseapplication.o
	$(clang_compile) sa_random.cpp		-o build/sa_random.o

	ar rcs build/libsophia.a		\
		build/sa_math.o			\
		build/sa_sophia.o		\
		build/sa_stringtools.o		\
		build/sa_string.o		\
		build/sa_baseapplication.o	\
		build/sa_random.o

 

(My Test Application)

clang_compile = clang++ -std=c++0x -I ../libsophia/public/ -l:../libsophia/build/libsophia.a

all:
	$(clang_compile) main.cpp		-o build/main

 

 

I want to mention I know nothing about writing software in Linux, and any help would be much appreciated!

Thank you!

 


Debugging 3DSMax Plugins

30 December 2012 - 09:05 AM

3DSMax 2012 & MSVC

For whatever reason visual studio does not detect that my plugin is loaded or hit breakpoints when I attach despite the fact that the plugin extension shows up in the export list and it says its loaded in the plugin manager.

What's the trick to debugging max plugins with visual studio? Because somewhere during the export it's crashing and it would be nice to be able to debug it.

Thanks guys

PhysX Documentation

26 November 2012 - 12:50 PM

I just started playing with PhysX 3.2 and the documentation chm files don't display anything and I can't find any documentation on the web at all!

What's up? Is there something I'm missing?

The sample source code gets me started but it still leaves allot of questions.

Thanks

Game Design Crysis!

11 November 2012 - 11:56 PM

I have been working on a game engine and I have spent so much time on that I now have no idea what kind of game I want to make!

Here are a few basic points I have been working on:
* Simple
* 3D
* Multiplayer
* Random Terrain?
* AI's?

As you can see from my extensive list I have absolutely no idea what I'm doing!
Another major issue is that I don't have allot of money to throw into art so most of the modelling and animating I will have to do on my own.

I have no trouble coming up with ideas assuming I had some money but I do not... So could some of your game design brains point me in the right direction?!

(also if you help me design a game I would credit you and give you a portion of any money made which will more than likely be none)

Thanks

OcTree For Randomly Generated Terrain Frustum Culling

03 November 2012 - 06:36 PM

C++, DirectX11, MSVC


The basic idea is that I need to perform frustum culling on some random terrain. The best way I can figure is to cut the terrain up into 'chunks' with their own position in the vertex and index buffers and then only render out 'chunks' that are at least partially visible.

I figure using an OcTree sounds reasonable for this, as it could both split my terrain into chunks of no more than N polygons (then whatever triangles were inside a 'bottom level' node would be placed in a single 'chunk' and grouped into a vertex and index buffer) and allow for fast frustum culling agensed the nodes themselves.


The issue I'm having is that some triangles will straddle borders between the 'bottom level' nodes and hence be placed into more than one 'chunk'. Then, that triangle can potentialy be rendered more than once.

Would this cause 'flickering' due to z-fighting with itself or something similar? I figure it might not since it's fighting with a triangle that is exactly the same and so it dosent matter where each pixel gets picked from...


I figured I would ask because even if thats not a problem maybe there is a smarter way of doing all this!

Thanks guys.

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