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1 2 3 .. 11 > >> (Page 1 of 11)
Yeah, after sending this over I realized that there are a number of 
references to preprocessor blocks which will only work in the case of a 
#define. How many of these blocks do we have in place and how many of 
them should be abstracted a bit to remove this sort of logic from being 
all over the place in the tree?
Mike
Sam Steele wrote:
> I'm for moving it into a common header, but I have a lot of code that 
> depends on it being a preprocessor definition. For example:
>
> #if TIKI_PLAT == TIKI_NDS
> #include <nds.h>
> #endif
>
> and
>
> #if TIKI_PLAT == TIKI_DC
> #include <kos.h>
> #endif
>
> That kind of stuff requires the preprocessor to know the platform, 
> since those headers are platform-specific. Tiki itself uses that 
> construct to locate the GL header on OS X, since it's in a non- 
> standard location.
>
> -Sam
>
> On Jul 7, 2007, at 9:23 PM, Atani wrote:
>
> 
>> Since this is not the first time that the various platforms have 
>> gotten
>> out of sync, why don't we convert this to an enum and a "global"
>> variable for TIKI_PLAT...
>>
>> something like:
>>
>> in Tiki.h:
>> namespace Tiki {
>> enum TIKI_PLATS {
>> TIKI_WIN32,
>> TIKI_SDL,
>> TIKI_DC,
>> TIKI_GP2X,
>> TIKI_NDS
>> };
>> };
>>
>> in tikitypes.h:
>>
>> namespace Tiki {
>> const TIKI_PLATS TIKI_PLAT = TIKI_WIN32;
>> };
>>
>> Mike
>>
>> c99...@us... wrote:
>> 
>>> Revision: 416
>>> http://svn.sourceforge.net/cadcdev/?rev=416&view=rev
>>> Author: c99koder
>>> Date: 2007年07月07日 18:05:36 -0700 (2007年7月07日)
>>>
>>> Log Message:
>>> -----------
>>> Tiki: win32: add missing TIKI_GP2X and TIKI_NDS definitions
>>>
>>> Modified Paths:
>>> --------------
>>> tiki/win32/include/Tiki/tikitypes.h
>>>
>>> Modified: tiki/win32/include/Tiki/tikitypes.h
>>> ===================================================================
>>> --- tiki/win32/include/Tiki/tikitypes.h	2007年07月02日 16:59:18 UTC 
>>> (rev 415)
>>> +++ tiki/win32/include/Tiki/tikitypes.h	2007年07月08日 01:05:36 UTC 
>>> (rev 416)
>>> @@ -17,6 +17,8 @@
>>> #define TIKI_WIN32	1
>>> #define TIKI_SDL	2
>>> #define TIKI_DC		3
>>> +#define TIKI_GP2X 4
>>> +#define TIKI_NDS 5
>>> #define TIKI_PLAT	TIKI_WIN32
>>>
>>> namespace Tiki {
>>>
>>>
>>> This was sent by the SourceForge.net collaborative development 
>>> platform, the world's largest Open Source development site.
>>>
>>> --------------------------------------------------------------------- 
>>> ----
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>>> Download DB2 Express C - the FREE version of DB2 express and take
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>>> cad...@li...
>>> https://lists.sourceforge.net/lists/listinfo/cadcdev-svn-commits
>>>
>>> 
>> ---------------------------------------------------------------------- 
>> ---
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>> cad...@li...
>> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
>> 
>
>
> -------------------------------------------------------------------------
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
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> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
> 
I'm for moving it into a common header, but I have a lot of code that 
depends on it being a preprocessor definition. For example:
#if TIKI_PLAT == TIKI_NDS
#include <nds.h>
#endif
and
#if TIKI_PLAT == TIKI_DC
#include <kos.h>
#endif
That kind of stuff requires the preprocessor to know the platform, 
since those headers are platform-specific. Tiki itself uses that 
construct to locate the GL header on OS X, since it's in a non- 
standard location.
-Sam
On Jul 7, 2007, at 9:23 PM, Atani wrote:
>
> Since this is not the first time that the various platforms have 
> gotten
> out of sync, why don't we convert this to an enum and a "global"
> variable for TIKI_PLAT...
>
> something like:
>
> in Tiki.h:
> namespace Tiki {
> enum TIKI_PLATS {
> TIKI_WIN32,
> TIKI_SDL,
> TIKI_DC,
> TIKI_GP2X,
> TIKI_NDS
> };
> };
>
> in tikitypes.h:
>
> namespace Tiki {
> const TIKI_PLATS TIKI_PLAT = TIKI_WIN32;
> };
>
> Mike
>
> c99...@us... wrote:
>> Revision: 416
>> http://svn.sourceforge.net/cadcdev/?rev=416&view=rev
>> Author: c99koder
>> Date: 2007年07月07日 18:05:36 -0700 (2007年7月07日)
>>
>> Log Message:
>> -----------
>> Tiki: win32: add missing TIKI_GP2X and TIKI_NDS definitions
>>
>> Modified Paths:
>> --------------
>> tiki/win32/include/Tiki/tikitypes.h
>>
>> Modified: tiki/win32/include/Tiki/tikitypes.h
>> ===================================================================
>> --- tiki/win32/include/Tiki/tikitypes.h	2007年07月02日 16:59:18 UTC 
>> (rev 415)
>> +++ tiki/win32/include/Tiki/tikitypes.h	2007年07月08日 01:05:36 UTC 
>> (rev 416)
>> @@ -17,6 +17,8 @@
>> #define TIKI_WIN32	1
>> #define TIKI_SDL	2
>> #define TIKI_DC		3
>> +#define TIKI_GP2X 4
>> +#define TIKI_NDS 5
>> #define TIKI_PLAT	TIKI_WIN32
>>
>> namespace Tiki {
>>
>>
>> This was sent by the SourceForge.net collaborative development 
>> platform, the world's largest Open Source development site.
>>
>> --------------------------------------------------------------------- 
>> ----
>> This SF.net email is sponsored by DB2 Express
>> Download DB2 Express C - the FREE version of DB2 express and take
>> control of your XML. No limits. Just data. Click to get it now.
>> http://sourceforge.net/powerbar/db2/
>> _______________________________________________
>> cadcdev-svn-commits mailing list
>> cad...@li...
>> https://lists.sourceforge.net/lists/listinfo/cadcdev-svn-commits
>>
>
>
> ---------------------------------------------------------------------- 
> ---
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
Since this is not the first time that the various platforms have gotten 
out of sync, why don't we convert this to an enum and a "global" 
variable for TIKI_PLAT...
something like:
in Tiki.h:
namespace Tiki {
 enum TIKI_PLATS {
 TIKI_WIN32,
 TIKI_SDL,
 TIKI_DC,
 TIKI_GP2X,
 TIKI_NDS
 };
};
in tikitypes.h:
namespace Tiki {
 const TIKI_PLATS TIKI_PLAT = TIKI_WIN32;
};
Mike
c99...@us... wrote:
> Revision: 416
> http://svn.sourceforge.net/cadcdev/?rev=416&view=rev
> Author: c99koder
> Date: 2007年07月07日 18:05:36 -0700 (2007年7月07日)
>
> Log Message:
> -----------
> Tiki: win32: add missing TIKI_GP2X and TIKI_NDS definitions
>
> Modified Paths:
> --------------
> tiki/win32/include/Tiki/tikitypes.h
>
> Modified: tiki/win32/include/Tiki/tikitypes.h
> ===================================================================
> --- tiki/win32/include/Tiki/tikitypes.h	2007年07月02日 16:59:18 UTC (rev 415)
> +++ tiki/win32/include/Tiki/tikitypes.h	2007年07月08日 01:05:36 UTC (rev 416)
> @@ -17,6 +17,8 @@
> #define TIKI_WIN32	1
> #define TIKI_SDL	2
> #define TIKI_DC		3
> +#define TIKI_GP2X 4
> +#define TIKI_NDS 5
> #define TIKI_PLAT	TIKI_WIN32
> 
> namespace Tiki {
>
>
> This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
>
> -------------------------------------------------------------------------
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
> _______________________________________________
> cadcdev-svn-commits mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-svn-commits
> 
From: kidchaos en h. <kid...@ho...> - 2007年05月20日 12:55:58
 Hi again,
 Im going on with the development of my shmup project for Win32/DC under =
Tiki, i made great advances about the engine with the help of the =
environment:
---
 Im having a great problem, so if this letter is to large, please read =
the last paragraph. Thanks
---
 First of all, im interested in backup my project under sourceforge =
because everyday i fear to lose everything from my computer. Could =
someone give some directions to do it, please?
 Regarding the project, as i said everyday im more impressed with the =
whole implementation of the Tiki dev: Everything i have already done in =
my engine, is better implemented so my engine is more like an equivalent =
layer of the Tiki one, with things like object count references, hid =
callbacks, HW timers, threading!! and such... I mixed with the use of =
the minixml lib and I hope "everything" could be parametrizable from the =
XML trees and files... I have already put an fps counter with a font =
texture under OpenGL which works fine (60 fps on Windows and DC!!!)... =
So now its time to start with the graph scene (i was doing my own, but i =
will use the Tiki one again!!!).
 By the way, i did another change on the windows callback function: On =
the switch(msg) part i added some breaks for the WM_KEY's which were =
screwing my HID callback system!! I dont know if anyone else has been =
affected with the problem...
 Ok, then about the graph scene system: After checking the DCBlap =
sources and discovered the gs and the Generic Menu class i am developing =
my level manager as a subclass of it redefining the ControlperFrame =
functions, hope its ok...=20
 And now im running with some troubles, the second one its my MAIN =
problem right now:
 - About importing meshes, what can i do to improve speed, on my =
project? On the old DirectX project I used an indexed vertex buffer, =
can i use something alike under kgl? checking some Nehe tutorials i saw =
display lists are supported, are they ok? In the KOS GL headers i saw =
about opengl 1.2 arrays? What are they? Could some address me, please?
 - Finally, Ill explain my MAIN PROBLEM right now, i wont be able to go =
on with the project if i cant resolve it.... It's about a camera system:
 My old project used only ONE camera, based on UVN rotations which =
always followed the player, this meant that i never had to use =
Yaw/pitch/Roll angle rotations (sadly, i dont know if i can reach again =
the person who taugh me about it), but i realized that if i want to =
debug the 3D scene of my game i need to develop some cameras (mainly a =
FLYING-FPS and a TPH camera, and of course the game camera) and if its =
possible, I WOULD LIKE TO DEVELOP THEM UNDER THE UVN system, so i think =
it will be faster than with the angle system (before asking why, chech =
this article http://www.gamedev.net/reference/articles/article1199.asp) =
.. I realized that my knowledge about rotations, the matrix stack and =
the math behind OpenGL/DirectX is zero!! I tested the Tiki::Matrix =
rotation axis function but everything screwed up when i move the camera, =
even the debug text!!
=20
 Please, every detailed tutorial, code sample or explanation about the =
UVN math (matrix, vectors), the Opengl matrix stack, and matrix =
conversions to OpenGL or anything about the subject will be welcomed!!
Regards,
@B^)>
 ----- Original Message -----=20
 From: Sam Steele=20
 To: kidchaos en hotmail2=20
 Sent: Monday, April 30, 2007 5:34 PM
 Subject: Re: [cadcdev-tiki] [Tiki-win32] Unable to compile tikisnake
 I ran into the same problem with the debugger on win32 and tried your =
patch, it seems to work pretty well. I'll test it a bit more and =
probably apply it later tonight.
 Thanks,
 Sam Steele
 On 4/20/07, kidchaos en hotmail2 <kid...@ho...> wrote:
 Hi again,
 The console snake sample now works great!! Thanks!
 Anyway, i found a small problem that im trying to resolve, my laptop =
is a
 bit old and it only has 700Mb RAM, so when VC triggers a breakpoint =
my=20
 windows doesnt react well. I have a little experience programming in
 windows, but i have read that the Windows Message dispatching must =
be
 accurate so it doenst eat all the machine resources.... I have tried =
a small=20
 change on platgl.cpp on the DoMain function, and i think it works =
better
 now. Here are my changes, tell me what you think, i think it respect =
the
 multithreading in windows better.
 - Changed:
 /*while(m_hThread !=3D NULL && GetMessage(&msg, NULL, 0, 0))=20
 {
 TranslateMessage(&msg);
 DispatchMessage(&msg);
 }*/
 - To:
 while(m_hThread !=3D NULL)
 {
 do
 {
 if (GetMessage(&msg, NULL, NULL, NULL))
 {
 TranslateMessage(&msg);=20
 DispatchMessage(&msg);
 }
 } while (::PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE));
 Sleep(2);
 }
 I have tested it and it works fine on breakpoint and exceptions...
 @B^)>
 ----- Original Message -----
 From: "Sam Steele" <sam...@gm...>
 To: "General Discussion about the Tiki Toolkit"
 < cad...@li...>
 Sent: Friday, April 20, 2007 3:26 AM
 Subject: Re: [cadcdev-tiki] [Tiki-win32] Unable to compile tikisnake
 >I checked in a Visual Studio 2005 project file for TikiSnake. The=20
 > problem you were encountering was caused by setting the runtime
 > library to "Multi-threaded DLL" (the default in Visual Studio =
2005).
 > Changing the runtime library to "Multi-threaded" fixes the linker=20
 > problem.
 >
 > -Sam
 >
 > On Apr 19, 2007, at 9:56 AM, kidchaos en hotmail2 wrote:
 >
 >> Hi,
 >>
 >> This a message for the devtiki mailing list, (to other people =
who=20
 >> received
 >> the same mail: hope you dont mind that i send personally)
 >>
 >> Im having troubles on compiling the tikisnake sample. Im working =
on a
 >> windows XP with visual studio express. I downloaded the current=20
 >> version of
 >> tiki from svn, and compiled the tiki library without problem, but
 >> now trying
 >> to compile the tikisnake sample im getting the following errors:
 >> ------ Build started: Project: tikisnake, Configuration: Debug=20
 >> Win32 ------
 >>
 >> Compiling...
 >>
 >> snake.cpp
 >>
 >> Linking...
 >>
 >> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall=20
 >> std::basic_string<char,struct std::char_traits<char>,class
 >> std::allocator<char> >::~basic_string<char,struct
 >> std::char_traits<char>,class std::allocator<char> >(void)"=20
 >> (??1?$basic_string@DU?$char_traits@D@std@@V?
 >> $allocator@D@2@@std@@QAE@XZ)
 >> already defined in tiki.lib(console.obj)
 >>
 >> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall=20
 >> std::basic_string<char,struct std::char_traits<char>,class
 >> std::allocator<char> >::basic_string<char,struct
 >> std::char_traits<char>,class std::allocator<char> >(char const =
*)"=20
 >> (??0?$basic_string@DU?$char_traits@D@std@@V?
 >> $allocator@D@2@@std@@QAE@PBD@Z)
 >> already defined in tiki.lib(console.obj)
 >>
 >> LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use =
of=20
 >> other
 >> libs; use /NODEFAULTLIB:library
 >>
 >> =
C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject
 >> \Debug\tikisnake.exe
 >> : fatal error LNK1169: one or more multiply defined symbols found =
 >>
 >> Build log was saved at
 >> =
"file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake
 >> \Debug\BuildLog.htm"=20
 >>
 >> tikisnake - 3 error(s), 1 warning(s)
 >>
 >> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D Build: 0 succeeded, 1 failed, 0 =
up-to-date, 0 skipped
 >> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
 >>
 >> Two questions:
 >>=20
 >> 1) srand(Time::gettime()); is there any problem with this =
function???
 >>
 >> 2) Searching on the code, i dont understand if the console class =
is
 >> a valid
 >> drawable object, it is declaring the ctor and the dtor of a =
string=20
 >> class???
 >>
 >> Any help appreciate,
 >>
 >> Regards
 >>
 >> @B^)>
 >>
 >>
 >> =
----------------------------------------------------------------------=20
 >> ---
 >> This SF.net email is sponsored by DB2 Express
 >> Download DB2 Express C - the FREE version of DB2 express and take
 >> control of your XML. No limits. Just data. Click to get it now.=20
 >> http://sourceforge.net/powerbar/db2/
 >> _______________________________________________
 >> cadcdev-tiki mailing list
 >> cad...@li...
 >> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
 >
 >
 > =
-------------------------------------------------------------------------=
=20
 > This SF.net email is sponsored by DB2 Express
 > Download DB2 Express C - the FREE version of DB2 express and take
 > control of your XML. No limits. Just data. Click to get it now.
 > http://sourceforge.net/powerbar/db2/
 > _______________________________________________
 > cadcdev-tiki mailing list
 > cad...@li...=20
 > https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
 >
From: Sam S. <sam...@gm...> - 2007年04月20日 14:22:29
I can answer a few: STL classes work fine on the Dreamcast (I use std::list
and std::vector pretty heavily). The filesystem support works on the
Dreamcast, but be aware of how the VFS on the Dreamcast works. The root of
the VFS is divided up into different devices, ex:
/cd = files from the CD
/rd = files from the romdisk
/vmu/a1 = files from the VMU in port A 1
/ram = files on the ramdisk
A quick chdir at the top of your program is the best way to handle it. I
usually do something like chdir("/rd"); at the top, and then make the rest
of my file access use relative paths.
As for Blender, there was a post recently on the KOS mailing list about
importing / exporting models. I also have a custom import / export script
in the DCBlap trunk source (in the blender folder), it's pretty easy to
write a blender script for whatever you need, and then load it up in your
code.
OpenGL on the Dreamcast is pretty bare-bones, so you might run into a few
features that aren't supported.
Lua should be fine, as it's cross-platform. You should just be able to link
the .lib file on Windows, and use the one included with KOS for the
Dreamcast.
Threading, the input event system, and Ogg playback work fine, however the
Sound Effects objects don't work yet on the Dreamcast. I'll look into
fixing them up this weekend, but in the meantime the sfx library in KOS
works pretty much the same way. I don't think sound works at all on the SDL
port.
Good luck on your project!
-Sam
On 4/20/07, kidchaos en hotmail2 <kid...@ho...> wrote:
>
>
> Hi again,
>
> Ok, now that I have a brief idea of the tiki environment, im going to list
> the resources that we need for the development of our project (its a shmup
> codenamed U3D), as i told before, the alpha demo was developed under
> windows/directx9, but after some mettings with my partner, we have decided
> to export the project to an open-source environment, I liked the Tiki
> environment (more than SDL cross-plattform independency) and i expect that
> testing on DC/KOS would be easy... i would appreciatte any comment about
> supporting the following on Tiki and on KOS, regarding to the game engine
> (from the gamasutra article "Enginuity") which is almost finished:
>
> - C++, STL(std:lists and std:maps), templates (for singletons) and
> functionoids (for event handlers)? It should be ok as everything is
> standard...
> - Smart pointer support (like Tiki::refcnt, but with automatic
> deallocation), seems ok...
> - Threading: I dont want to use for now, but i saw that Tiki is
> multithreaded,...I think it doesnt matter for now...
> - File system support, does it work on a linux method (relative path
> support for '//' and '\\')? Does it maps ok to the dreamcast?
> - XML support? My project is using libexpat, but i saw that Kos has libxml
> (do they work with callbacks?), so maybe i will have to make some changes
> there...
> - OpenGL: Right now my project is fully Directx9, so i will have to change
> everything, the support for wrapper classes Tiki:vector3 and Tiki:matrix
> seems fine to me...
> - Trigger-event handler input and event management, seems it works ok...
> - Lua: Already ported on Kos, Hope its not hard to port to tiki...
> - jpg/png: support, Great!
> - Ogg support, i think is enough...
> - What about Mesh imports from Blender/3Dstudio?
> - Forget anything important?
>
> I will appreciatte any comments, or problem regarding any of these
> subjects
> from any experienced developer :-) ...
>
> Regards
>
> @B^)>
>
>
> -------------------------------------------------------------------------
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
>
From: kidchaos en h. <kid...@ho...> - 2007年04月20日 11:20:36
Hi again,
 Ok, now that I have a brief idea of the tiki environment, im going to list 
the resources that we need for the development of our project (its a shmup 
codenamed U3D), as i told before, the alpha demo was developed under 
windows/directx9, but after some mettings with my partner, we have decided 
to export the project to an open-source environment, I liked the Tiki 
environment (more than SDL cross-plattform independency) and i expect that 
testing on DC/KOS would be easy... i would appreciatte any comment about 
supporting the following on Tiki and on KOS, regarding to the game engine 
(from the gamasutra article "Enginuity") which is almost finished:
 - C++, STL(std:lists and std:maps), templates (for singletons) and 
functionoids (for event handlers)? It should be ok as everything is 
standard...
 - Smart pointer support (like Tiki::refcnt, but with automatic 
deallocation), seems ok...
 - Threading: I dont want to use for now, but i saw that Tiki is 
multithreaded,...I think it doesnt matter for now...
 - File system support, does it work on a linux method (relative path 
support for '//' and '\\')? Does it maps ok to the dreamcast?
 - XML support? My project is using libexpat, but i saw that Kos has libxml 
(do they work with callbacks?), so maybe i will have to make some changes 
there...
 - OpenGL: Right now my project is fully Directx9, so i will have to change 
everything, the support for wrapper classes Tiki:vector3 and Tiki:matrix 
seems fine to me...
 - Trigger-event handler input and event management, seems it works ok...
 - Lua: Already ported on Kos, Hope its not hard to port to tiki...
 - jpg/png: support, Great!
 - Ogg support, i think is enough...
 - What about Mesh imports from Blender/3Dstudio?
 - Forget anything important?
 I will appreciatte any comments, or problem regarding any of these subjects 
from any experienced developer :-) ...
 Regards
@B^)> 
From: kidchaos en h. <kid...@ho...> - 2007年04月20日 09:06:59
Hi again,
 The console snake sample now works great!! Thanks!
 Anyway, i found a small problem that im trying to resolve, my laptop is a 
bit old and it only has 700Mb RAM, so when VC triggers a breakpoint my 
windows doesnt react well. I have a little experience programming in 
windows, but i have read that the Windows Message dispatching must be 
accurate so it doenst eat all the machine resources.... I have tried a small 
change on platgl.cpp on the DoMain function, and i think it works better 
now. Here are my changes, tell me what you think, i think it respect the 
multithreading in windows better.
 - Changed:
 /*while(m_hThread != NULL && GetMessage(&msg, NULL, 0, 0))
 {
 TranslateMessage(&msg);
 DispatchMessage(&msg);
 }*/
- To:
 while(m_hThread != NULL)
 {
 do
 {
 if (GetMessage(&msg, NULL, NULL, NULL))
 {
 TranslateMessage(&msg);
 DispatchMessage(&msg);
 }
 } while (::PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE));
 Sleep(2);
 }
 I have tested it and it works fine on breakpoint and exceptions...
@B^)>
----- Original Message ----- 
From: "Sam Steele" <sam...@gm...>
To: "General Discussion about the Tiki Toolkit" 
<cad...@li...>
Sent: Friday, April 20, 2007 3:26 AM
Subject: Re: [cadcdev-tiki] [Tiki-win32] Unable to compile tikisnake
>I checked in a Visual Studio 2005 project file for TikiSnake. The
> problem you were encountering was caused by setting the runtime
> library to "Multi-threaded DLL" (the default in Visual Studio 2005).
> Changing the runtime library to "Multi-threaded" fixes the linker
> problem.
>
> -Sam
>
> On Apr 19, 2007, at 9:56 AM, kidchaos en hotmail2 wrote:
>
>> Hi,
>>
>> This a message for the devtiki mailing list, (to other people who
>> received
>> the same mail: hope you dont mind that i send personally)
>>
>> Im having troubles on compiling the tikisnake sample. Im working on a
>> windows XP with visual studio express. I downloaded the current
>> version of
>> tiki from svn, and compiled the tiki library without problem, but
>> now trying
>> to compile the tikisnake sample im getting the following errors:
>> ------ Build started: Project: tikisnake, Configuration: Debug
>> Win32 ------
>>
>> Compiling...
>>
>> snake.cpp
>>
>> Linking...
>>
>> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
>> std::basic_string<char,struct std::char_traits<char>,class
>> std::allocator<char> >::~basic_string<char,struct
>> std::char_traits<char>,class std::allocator<char> >(void)"
>> (??1?$basic_string@DU?$char_traits@D@std@@V?
>> $allocator@D@2@@std@@QAE@XZ)
>> already defined in tiki.lib(console.obj)
>>
>> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
>> std::basic_string<char,struct std::char_traits<char>,class
>> std::allocator<char> >::basic_string<char,struct
>> std::char_traits<char>,class std::allocator<char> >(char const *)"
>> (??0?$basic_string@DU?$char_traits@D@std@@V?
>> $allocator@D@2@@std@@QAE@PBD@Z)
>> already defined in tiki.lib(console.obj)
>>
>> LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of
>> other
>> libs; use /NODEFAULTLIB:library
>>
>> C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject
>> \Debug\tikisnake.exe
>> : fatal error LNK1169: one or more multiply defined symbols found
>>
>> Build log was saved at
>> "file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake
>> \Debug\BuildLog.htm"
>>
>> tikisnake - 3 error(s), 1 warning(s)
>>
>> ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
>> ==========
>>
>> Two questions:
>>
>> 1) srand(Time::gettime()); is there any problem with this function???
>>
>> 2) Searching on the code, i dont understand if the console class is
>> a valid
>> drawable object, it is declaring the ctor and the dtor of a string
>> class???
>>
>> Any help appreciate,
>>
>> Regards
>>
>> @B^)>
>>
>>
>> ---------------------------------------------------------------------- 
>> ---
>> This SF.net email is sponsored by DB2 Express
>> Download DB2 Express C - the FREE version of DB2 express and take
>> control of your XML. No limits. Just data. Click to get it now.
>> http://sourceforge.net/powerbar/db2/
>> _______________________________________________
>> cadcdev-tiki mailing list
>> cad...@li...
>> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
>
>
> -------------------------------------------------------------------------
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
> 
From: Sam S. <sam...@gm...> - 2007年04月20日 01:26:23
I checked in a Visual Studio 2005 project file for TikiSnake. The 
problem you were encountering was caused by setting the runtime 
library to "Multi-threaded DLL" (the default in Visual Studio 2005). 
Changing the runtime library to "Multi-threaded" fixes the linker 
problem.
-Sam
On Apr 19, 2007, at 9:56 AM, kidchaos en hotmail2 wrote:
> Hi,
>
> This a message for the devtiki mailing list, (to other people who 
> received
> the same mail: hope you dont mind that i send personally)
>
> Im having troubles on compiling the tikisnake sample. Im working on a
> windows XP with visual studio express. I downloaded the current 
> version of
> tiki from svn, and compiled the tiki library without problem, but 
> now trying
> to compile the tikisnake sample im getting the following errors:
> ------ Build started: Project: tikisnake, Configuration: Debug 
> Win32 ------
>
> Compiling...
>
> snake.cpp
>
> Linking...
>
> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
> std::basic_string<char,struct std::char_traits<char>,class
> std::allocator<char> >::~basic_string<char,struct
> std::char_traits<char>,class std::allocator<char> >(void)"
> (??1?$basic_string@DU?$char_traits@D@std@@V? 
> $allocator@D@2@@std@@QAE@XZ)
> already defined in tiki.lib(console.obj)
>
> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
> std::basic_string<char,struct std::char_traits<char>,class
> std::allocator<char> >::basic_string<char,struct
> std::char_traits<char>,class std::allocator<char> >(char const *)"
> (??0?$basic_string@DU?$char_traits@D@std@@V? 
> $allocator@D@2@@std@@QAE@PBD@Z)
> already defined in tiki.lib(console.obj)
>
> LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of 
> other
> libs; use /NODEFAULTLIB:library
>
> C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject 
> \Debug\tikisnake.exe
> : fatal error LNK1169: one or more multiply defined symbols found
>
> Build log was saved at
> "file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake 
> \Debug\BuildLog.htm"
>
> tikisnake - 3 error(s), 1 warning(s)
>
> ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped 
> ==========
>
> Two questions:
>
> 1) srand(Time::gettime()); is there any problem with this function???
>
> 2) Searching on the code, i dont understand if the console class is 
> a valid
> drawable object, it is declaring the ctor and the dtor of a string 
> class???
>
> Any help appreciate,
>
> Regards
>
> @B^)>
>
>
> ---------------------------------------------------------------------- 
> ---
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
From: Sam S. <sam...@gm...> - 2007年04月19日 23:13:38
Use Tiki / KOS from KOS's SVN repo, and check the source for my 
projects from my repo. However, be aware that DCBlap's code hasn't 
been touched in a year or so, so it probably wont build against the 
latest version of Tiki.
My copy of Visual Studio C++ 2005 Express is asking to be registered, 
but Microsoft's activation server doesn't seem to be working, so I 
can't test the Windows build right now. I'm downloading the "manual 
installation" version of visual studio express that doesn't need 
activation, so hopefully later tonight I'll be able to test it.
-Sam
On Apr 19, 2007, at 5:50 PM, kidchaos en hotmail2 wrote:
>
> Thanks to everyone,
>
> Sam, I have checked your website and dowloaded some sources from 
> your projects (dcblap trunk...) , ill try to compile them also for 
> testing... Where do i download the sources from? Kos SVN or from 
> your site repository?
>
> Im i bit lazy and i would like to have a comfortable development 
> environment (windows+VSExpress) .... if its possible,... anyway im 
> doing my best to get used to the available tools...
>
> Regards,
>
>
> @B^)>
>
> ----- Original Message -----
> From: Harley
> To: General Discussion about the Tiki Toolkit
> Sent: Thursday, April 19, 2007 8:44 PM
> Subject: Re: [cadcdev-tiki] [Tiki-win32] Unable to compile tikisnake
>
> It might be worth knowing that the current SVN of Tiki could build 
> TikiSnake on sdl and dc. I don't have Windows to try the build 
> there otherwise I would have given more help there. Also, 
> TikiSnake's Makefile uses $(CXX) which needed to be added to the 
> dreamcast's Makefile.rules for it to build the example. Otherwise 
> it calls g++ and not kos-c++.
>
> Sam Steele <sam...@gm...> wrote:
> The TikiSnake demo may be out of date. I had a new version waiting 
> to be checked in, but I lost the data on my hard drive last week. 
> I'll update the example again tonight and get it checked in.
>
> In the meantime, DreamZZT uses the Console drawable (it includes a 
> slightly modified version that's GPL licensed, not BSD licensed), 
> so for a more complex demo of how to use it, check out http:// 
> dev.c99.org/DreamZZT/
>
> I try to keep both versions of Console similar, but newer 
> features / and faster but messier code will be in DreamZZT's 
> version first. I'll go through them tonight and see if there's 
> anything that needs to be updated for Tiki's included version.
>
> -Sam
>
>
> On 4/19/07, kidchaos en hotmail2 <kid...@ho...> wrote:
> Hi,
>
> This a message for the devtiki mailing list, (to other people who 
> received
> the same mail: hope you dont mind that i send personally)
>
> Im having troubles on compiling the tikisnake sample. Im working on a
> windows XP with visual studio express. I downloaded the current 
> version of
> tiki from svn, and compiled the tiki library without problem, but 
> now trying
> to compile the tikisnake sample im getting the following errors:
> ------ Build started: Project: tikisnake, Configuration: Debug 
> Win32 ------
>
> Compiling...
>
> snake.cpp
>
> Linking...
>
> msvcprtd.lib (MSVCP80D.dll) : error LNK2005: "public: __thiscall
> std::basic_string<char,struct std::char_traits<char>,class
> std::allocator<char> >::~basic_string<char,struct
> std::char_traits<char>,class std::allocator<char> >(void)"
> (??1?$basic_string@DU?$char_traits@D@std@@V? 
> $allocator@D@2@@std@@QAE@XZ)
> already defined in tiki.lib(console.obj)
>
> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
> std::basic_string<char,struct std::char_traits<char>,class
> std::allocator<char> >::basic_string<char,struct
> std::char_traits<char>,class std::allocator<char> >(char const *)"
> (??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@ 
> QAE@PBD@Z)
> already defined in tiki.lib(console.obj)
>
> LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of 
> other
> libs; use /NODEFAULTLIB:library
>
> C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject 
> \Debug\tikisnake.exe
> : fatal error LNK1169: one or more multiply defined symbols found
>
> Build log was saved at
> "file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake 
> \Debug\BuildLog.htm "
>
> tikisnake - 3 error(s), 1 warning(s)
>
> ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped 
> ==========
>
> Two questions:
>
> 1) srand(Time::gettime()); is there any problem with this function???
>
> 2) Searching on the code, i dont understand if the console class is 
> a valid
> drawable object, it is declaring the ctor and the dtor of a string 
> class???
>
> Any help appreciate,
>
> Regards
>
> @B^)>
>
>
> ---------------------------------------------------------------------- 
> ---
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
>
> ---------------------------------------------------------------------- 
> ---
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/ 
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
>
>
>
> HL
>
> Ahhh...imagining that irresistible "new car" smell?
> Check out new cars at Yahoo! Autos.
>
>
> ---------------------------------------------------------------------- 
> ---
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/
>
>
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
> ---------------------------------------------------------------------- 
> ---
> This SF.net email is sponsored by DB2 Express
> Download DB2 Express C - the FREE version of DB2 express and take
> control of your XML. No limits. Just data. Click to get it now.
> http://sourceforge.net/powerbar/db2/ 
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
From: kidchaos en h. <kid...@ho...> - 2007年04月19日 21:50:28
 Thanks to everyone,
 Sam, I have checked your website and dowloaded some sources from your =
projects (dcblap trunk...) , ill try to compile them also for testing... =
Where do i download the sources from? Kos SVN or from your site =
repository?
 Im i bit lazy and i would like to have a comfortable development =
environment (windows+VSExpress) .... if its possible,... anyway im doing =
my best to get used to the available tools...
 Regards,
@B^)>
 ----- Original Message -----=20
 From: Harley=20
 To: General Discussion about the Tiki Toolkit=20
 Sent: Thursday, April 19, 2007 8:44 PM
 Subject: Re: [cadcdev-tiki] [Tiki-win32] Unable to compile tikisnake
 It might be worth knowing that the current SVN of Tiki could build =
TikiSnake on sdl and dc. I don't have Windows to try the build there =
otherwise I would have given more help there. Also, TikiSnake's Makefile =
uses $(CXX) which needed to be added to the dreamcast's Makefile.rules =
for it to build the example. Otherwise it calls g++ and not kos-c++.
 Sam Steele <sam...@gm...> wrote:
 The TikiSnake demo may be out of date. I had a new version waiting =
to be checked in, but I lost the data on my hard drive last week. I'll =
update the example again tonight and get it checked in.
 In the meantime, DreamZZT uses the Console drawable (it includes a =
slightly modified version that's GPL licensed, not BSD licensed), so for =
a more complex demo of how to use it, check out =
http://dev.c99.org/DreamZZT/
 I try to keep both versions of Console similar, but newer features / =
and faster but messier code will be in DreamZZT's version first. I'll =
go through them tonight and see if there's anything that needs to be =
updated for Tiki's included version.=20
 -Sam
 =20
 On 4/19/07, kidchaos en hotmail2 <kid...@ho...> wrote:=20
 Hi,
 This a message for the devtiki mailing list, (to other people who =
received
 the same mail: hope you dont mind that i send personally)=20
 Im having troubles on compiling the tikisnake sample. Im working =
on a
 windows XP with visual studio express. I downloaded the current =
version of
 tiki from svn, and compiled the tiki library without problem, but =
now trying=20
 to compile the tikisnake sample im getting the following errors:
 ------ Build started: Project: tikisnake, Configuration: Debug =
Win32 ------
 Compiling...
 snake.cpp
 Linking...
 msvcprtd.lib (MSVCP80D.dll) : error LNK2005: "public: __thiscall
 std::basic_string<char,struct std::char_traits<char>,class
 std::allocator<char> >::~basic_string<char,struct
 std::char_traits<char>,class std::allocator<char> >(void)"=20
 =
(??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ)
 already defined in tiki.lib(console.obj)
 msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
 std::basic_string<char,struct std::char_traits<char>,class=20
 std::allocator<char> >::basic_string<char,struct
 std::char_traits<char>,class std::allocator<char> >(char const *)"
 (??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@ =
QAE@PBD@Z)
 already defined in tiki.lib(console.obj)
 LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of =
other
 libs; use /NODEFAULTLIB:library
 =
C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject\Debu=
g\tikisnake.exe=20
 : fatal error LNK1169: one or more multiply defined symbols found
 Build log was saved at
 =
"file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\Debug\=
BuildLog.htm "
 tikisnake - 3 error(s), 1 warning(s)
 =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D Build: 0 succeeded, 1 failed, 0 =
up-to-date, 0 skipped =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
 Two questions:
 1) srand(Time::gettime()); is there any problem with this =
function???=20
 2) Searching on the code, i dont understand if the console class =
is a valid
 drawable object, it is declaring the ctor and the dtor of a string =
class???
 Any help appreciate,
 Regards
 @B^)>=20
 =
-------------------------------------------------------------------------=
 This SF.net email is sponsored by DB2 Express
 Download DB2 Express C - the FREE version of DB2 express and take
 control of your XML. No limits. Just data. Click to get it now.=20
 http://sourceforge.net/powerbar/db2/
 _______________________________________________
 cadcdev-tiki mailing list
 cad...@li...
 https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
 =
-------------------------------------------------------------------------=
 This SF.net email is sponsored by DB2 Express
 Download DB2 Express C - the FREE version of DB2 express and take
 control of your XML. No limits. Just data. Click to get it now.
 =
http://sourceforge.net/powerbar/db2/_____________________________________=
__________
 cadcdev-tiki mailing list
 cad...@li...
 https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
 HL
-------------------------------------------------------------------------=
-----
 Ahhh...imagining that irresistible "new car" smell?
 Check out new cars at Yahoo! Autos.=20
-------------------------------------------------------------------------=
-----
 =
-------------------------------------------------------------------------=
 This SF.net email is sponsored by DB2 Express
 Download DB2 Express C - the FREE version of DB2 express and take
 control of your XML. No limits. Just data. Click to get it now.
 http://sourceforge.net/powerbar/db2/
-------------------------------------------------------------------------=
-----
 _______________________________________________
 cadcdev-tiki mailing list
 cad...@li...
 https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
From: Harley <los...@ya...> - 2007年04月19日 18:44:10
It might be worth knowing that the current SVN of Tiki could build TikiSnake on sdl and dc. I don't have Windows to try the build there otherwise I would have given more help there. Also, TikiSnake's Makefile uses $(CXX) which needed to be added to the dreamcast's Makefile.rules for it to build the example. Otherwise it calls g++ and not kos-c++.
Sam Steele <sam...@gm...> wrote: The TikiSnake demo may be out of date. I had a new version waiting to be checked in, but I lost the data on my hard drive last week. I'll update the example again tonight and get it checked in.
 
 In the meantime, DreamZZT uses the Console drawable (it includes a slightly modified version that's GPL licensed, not BSD licensed), so for a more complex demo of how to use it, check out http://dev.c99.org/DreamZZT/
 
 I try to keep both versions of Console similar, but newer features / and faster but messier code will be in DreamZZT's version first. I'll go through them tonight and see if there's anything that needs to be updated for Tiki's included version. 
 
 -Sam
 
 On 4/19/07, kidchaos en hotmail2 <kid...@ho...> wrote: Hi,
This a message for the devtiki mailing list, (to other people who received
the same mail: hope you dont mind that i send personally) 
Im having troubles on compiling the tikisnake sample. Im working on a
windows XP with visual studio express. I downloaded the current version of
tiki from svn, and compiled the tiki library without problem, but now trying 
to compile the tikisnake sample im getting the following errors:
------ Build started: Project: tikisnake, Configuration: Debug Win32 ------
Compiling...
snake.cpp
Linking...
msvcprtd.lib (MSVCP80D.dll) : error LNK2005: "public: __thiscall
std::basic_string<char,struct std::char_traits<char>,class
std::allocator<char> >::~basic_string<char,struct
std::char_traits<char>,class std::allocator<char> >(void)" 
(??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ)
already defined in tiki.lib(console.obj)
msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
std::basic_string<char,struct std::char_traits<char>,class 
std::allocator<char> >::basic_string<char,struct
std::char_traits<char>,class std::allocator<char> >(char const *)"
(??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@ QAE@PBD@Z)
already defined in tiki.lib(console.obj)
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other
libs; use /NODEFAULTLIB:library
C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject\Debug\tikisnake.exe 
: fatal error LNK1169: one or more multiply defined symbols found
Build log was saved at
"file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\Debug\BuildLog.htm "
tikisnake - 3 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Two questions:
1) srand(Time::gettime()); is there any problem with this function??? 
2) Searching on the code, i dont understand if the console class is a valid
drawable object, it is declaring the ctor and the dtor of a string class???
Any help appreciate,
Regards
@B^)> 
-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now. 
http://sourceforge.net/powerbar/db2/
_______________________________________________
cadcdev-tiki mailing list
 cad...@li...
https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
 -------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/_______________________________________________
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cad...@li...
https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
HL
 
---------------------------------
Ahhh...imagining that irresistible "new car" smell?
 Check outnew cars at Yahoo! Autos.
From: Sam S. <sam...@gm...> - 2007年04月19日 18:21:43
The TikiSnake demo may be out of date. I had a new version waiting to be
checked in, but I lost the data on my hard drive last week. I'll update the
example again tonight and get it checked in.
In the meantime, DreamZZT uses the Console drawable (it includes a slightly
modified version that's GPL licensed, not BSD licensed), so for a more
complex demo of how to use it, check out http://dev.c99.org/DreamZZT/
I try to keep both versions of Console similar, but newer features / and
faster but messier code will be in DreamZZT's version first. I'll go
through them tonight and see if there's anything that needs to be updated
for Tiki's included version.
-Sam
On 4/19/07, kidchaos en hotmail2 <kid...@ho...> wrote:
>
> Hi,
>
> This a message for the devtiki mailing list, (to other people who received
> the same mail: hope you dont mind that i send personally)
>
> Im having troubles on compiling the tikisnake sample. Im working on a
> windows XP with visual studio express. I downloaded the current version of
> tiki from svn, and compiled the tiki library without problem, but now
> trying
> to compile the tikisnake sample im getting the following errors:
> ------ Build started: Project: tikisnake, Configuration: Debug Win32
> ------
>
> Compiling...
>
> snake.cpp
>
> Linking...
>
> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
> std::basic_string<char,struct std::char_traits<char>,class
> std::allocator<char> >::~basic_string<char,struct
> std::char_traits<char>,class std::allocator<char> >(void)"
> (??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ)
> already defined in tiki.lib(console.obj)
>
> msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall
> std::basic_string<char,struct std::char_traits<char>,class
> std::allocator<char> >::basic_string<char,struct
> std::char_traits<char>,class std::allocator<char> >(char const *)"
> (??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@PBD
> @Z)
> already defined in tiki.lib(console.obj)
>
> LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other
> libs; use /NODEFAULTLIB:library
>
>
> C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject\Debug\tikisnake.exe
> : fatal error LNK1169: one or more multiply defined symbols found
>
> Build log was saved at
> "
> file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\Debug\BuildLog.htm
> "
>
> tikisnake - 3 error(s), 1 warning(s)
>
> ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
> ==========
>
> Two questions:
>
> 1) srand(Time::gettime()); is there any problem with this function???
>
> 2) Searching on the code, i dont understand if the console class is a
> valid
> drawable object, it is declaring the ctor and the dtor of a string
> class???
>
> Any help appreciate,
>
> Regards
>
> @B^)>
>
>
> -------------------------------------------------------------------------
> This SF.net email is sponsored by DB2 Express
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> _______________________________________________
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>
From: Harley <los...@ya...> - 2007年04月19日 14:50:50
kidchaos en hotmail2 <kid...@ho...> wrote: 
 Hello,
 (I have already post this messge on the discussion forum of SF)
Im a newbie developer on the dreamcast scene... These days im having some 
time to return to a game i was developing some time ago in Dx9/windows (with 
the funny idea to port to the dreamcast scene)... The codename is U3D, and 
of course, its a 3d shmup...
I have been following for some time the development of the Kos and i think 
it matches with the development i currently have in mind, the basic engine 
part is perfectly compatible with and open source environment (developed in 
C++ and STL, pointer management, cooperative multitasker, and such ), about 
the 3D engine, its developed on DX9 (for now) but i would like to make it 
SDL and OpenGL friendly...
SDL works reasonably well with KOS from what I've tested, and KGL should work pretty well unless you're doing anything real fancy in which case you might want to use the OpenGL from kos-ports (it's still incomplete, but is quite functional IIRC)
I have messing with the DDEr3 developer kit which support Kos (1.3 svn 385) 
under cygwin, and i could generate some elf binaries (I have the DC/coders 
cable but my laptop lacks of serial ports! :( ). But i was more interested 
on the IA32 part and the possibility to test the executables on windows... 
But i realized that this part have been disable on this build, and i didnt 
manage to recompile it a bit even with the latest svn build :(,... And there 
isnt any docs apart from the basic configuration to understand it...
I think currently IA32 is broken since it was written using an old snapshot of 1.3.x. According to the README in docs at least it should be fixable. I was under the impression that it was to boot directly to the program you made and not just run the program in Windows/Linux. Though, it might be possible to make images to use with things like Qemu, VmWare, etc. That is, assuming you fix the problems with it building currently. 
Please, could anyone give me some support? , for some time i have been 
trying to develop on the GP32 and i had the same problems about debugging... 
Is there some current effort to make the ia32 part work? By the way i saw 
that there is some GP2X port ongoing,
Of KOS? It had to be off the main branch and I wouldn't think KOS would be needed too much on the GP2X, but I could be wrong. Or are you just toking about porting stuff to the GP2X?
i own both consoles... maybe when i am 
more confident with the environment i could try some develop for my GP32... 
Some time ago I managed to port the sources to the GP32 with partial 
success...
Regards,
@B^)> 
ev-tiki
Hope that helps, if I got anything too wrong I hope Dan or someone corrects me.
HL
 
---------------------------------
Ahhh...imagining that irresistible "new car" smell?
 Check outnew cars at Yahoo! Autos.
From: kidchaos en h. <kid...@ho...> - 2007年04月19日 13:56:11
Hi,
 This a message for the devtiki mailing list, (to other people who received 
the same mail: hope you dont mind that i send personally)
 Im having troubles on compiling the tikisnake sample. Im working on a 
windows XP with visual studio express. I downloaded the current version of 
tiki from svn, and compiled the tiki library without problem, but now trying 
to compile the tikisnake sample im getting the following errors:
------ Build started: Project: tikisnake, Configuration: Debug Win32 ------
Compiling...
snake.cpp
Linking...
msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall 
std::basic_string<char,struct std::char_traits<char>,class 
std::allocator<char> >::~basic_string<char,struct 
std::char_traits<char>,class std::allocator<char> >(void)" 
(??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ) 
already defined in tiki.lib(console.obj)
msvcprtd.lib(MSVCP80D.dll) : error LNK2005: "public: __thiscall 
std::basic_string<char,struct std::char_traits<char>,class 
std::allocator<char> >::basic_string<char,struct 
std::char_traits<char>,class std::allocator<char> >(char const *)" 
(??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@PBD@Z) 
already defined in tiki.lib(console.obj)
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other 
libs; use /NODEFAULTLIB:library
C:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\vcproject\Debug\tikisnake.exe 
: fatal error LNK1169: one or more multiply defined symbols found
Build log was saved at 
"file://c:\cygwin\usr\local\dc\kos\tiki\examples\console\TikiSnake\Debug\BuildLog.htm"
tikisnake - 3 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Two questions:
1) srand(Time::gettime()); is there any problem with this function???
2) Searching on the code, i dont understand if the console class is a valid 
drawable object, it is declaring the ctor and the dtor of a string class???
Any help appreciate,
Regards
@B^)>
From: kidchaos en h. <kid...@ho...> - 2007年04月16日 22:21:02
 Hello,
 (I have already post this messge on the discussion forum of SF)
Im a newbie developer on the dreamcast scene... These days im having some 
time to return to a game i was developing some time ago in Dx9/windows (with 
the funny idea to port to the dreamcast scene)... The codename is U3D, and 
of course, its a 3d shmup...
I have been following for some time the development of the Kos and i think 
it matches with the development i currently have in mind, the basic engine 
part is perfectly compatible with and open source environment (developed in 
C++ and STL, pointer management, cooperative multitasker, and such ), about 
the 3D engine, its developed on DX9 (for now) but i would like to make it 
SDL and OpenGL friendly...
I have messing with the DDEr3 developer kit which support Kos (1.3 svn 385) 
under cygwin, and i could generate some elf binaries (I have the DC/coders 
cable but my laptop lacks of serial ports! :( ). But i was more interested 
on the IA32 part and the possibility to test the executables on windows... 
But i realized that this part have been disable on this build, and i didnt 
manage to recompile it a bit even with the latest svn build :(,... And there 
isnt any docs apart from the basic configuration to understand it...
Please, could anyone give me some support? , for some time i have been 
trying to develop on the GP32 and i had the same problems about debugging... 
Is there some current effort to make the ia32 part work? By the way i saw 
that there is some GP2X port ongoing, i own both consoles... maybe when i am 
more confident with the environment i could try some develop for my GP32... 
Some time ago I managed to port the Beat2X sources to the GP32 with partial 
success...
Regards,
@B^)> 
From: Sam S. <sam...@gm...> - 2007年03月13日 20:58:51
If you want to cheat, you can pull the framework from the latest DreamZZT
release. It's built from the latest revision and universal.
-Sam
On 3/13/07, Dan Potter <ba...@al...> wrote:
>
> On Mar 13, 2007, at 4:12 AM, Sam Steele wrote:
>
> > One of the recent OS updates upgraded the OpenAL framework and
> > removed ALUT. Also, I have ogg vorbis libraries in /sw from Fink,
> > which I think is why mine builds. I think trying to get the headers
> > in 3rdparty didn't work for me either.
>
> Ahh... I was wondering if I had it installed in /sw on another
> machine or something. I thought I had tried to build them on my
> current one, but maybe I was cross-compiling.
>
> Ok. I'll have to mess with it a bit more tonight. I'm trying to get
> some work done on the GOAT Games menu and my DC setup is getting so
> decrepit that it's probably worth trying to get this going again.
>
>
> -------------------------------------------------------------------------
> Take Surveys. Earn Cash. Influence the Future of IT
> Join SourceForge.net's Techsay panel and you'll get the chance to share
> your
> opinions on IT & business topics through brief surveys-and earn cash
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> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
>
From: Dan P. <ba...@al...> - 2007年03月13日 16:12:53
On Mar 13, 2007, at 4:12 AM, Sam Steele wrote:
> One of the recent OS updates upgraded the OpenAL framework and
> removed ALUT. Also, I have ogg vorbis libraries in /sw from Fink,
> which I think is why mine builds. I think trying to get the headers
> in 3rdparty didn't work for me either.
Ahh... I was wondering if I had it installed in /sw on another 
machine or something. I thought I had tried to build them on my 
current one, but maybe I was cross-compiling.
Ok. I'll have to mess with it a bit more tonight. I'm trying to get 
some work done on the GOAT Games menu and my DC setup is getting so 
decrepit that it's probably worth trying to get this going again.
From: Sam S. <sam...@gm...> - 2007年03月13日 11:12:58
One of the recent OS updates upgraded the OpenAL framework and 
removed ALUT. Also, I have ogg vorbis libraries in /sw from Fink, 
which I think is why mine builds. I think trying to get the headers 
in 3rdparty didn't work for me either.
-Sam
On Mar 13, 2007, at 1:56 AM, Dan Potter wrote:
> I just sync'd and tried to build Tiki on OSX and it fails in a pretty
> spectacular way. I guess they changed something in the OpenAL headers
> lately so that strings have to be cast to ALCubyte*. Also for some
> reason it can't find the vorbis headers anymore. It seems to me like
> this used to work... and now I can't get it to work with any amount
> of added header paths or what have you. Any idea what's going on 
> there?
>
>
> ---------------------------------------------------------------------- 
> ---
> Take Surveys. Earn Cash. Influence the Future of IT
> Join SourceForge.net's Techsay panel and you'll get the chance to 
> share your
> opinions on IT & business topics through brief surveys-and earn cash
> http://www.techsay.com/default.php? 
> page=join.php&p=sourceforge&CID=DEVDEV
> _______________________________________________
> cadcdev-tiki mailing list
> cad...@li...
> https://lists.sourceforge.net/lists/listinfo/cadcdev-tiki
From: Dan P. <ba...@al...> - 2007年03月13日 05:57:56
I just sync'd and tried to build Tiki on OSX and it fails in a pretty 
spectacular way. I guess they changed something in the OpenAL headers 
lately so that strings have to be cast to ALCubyte*. Also for some 
reason it can't find the vorbis headers anymore. It seems to me like 
this used to work... and now I can't get it to work with any amount 
of added header paths or what have you. Any idea what's going on there?
From: Sam S. <sam...@gm...> - 2007年02月28日 20:08:55
I just checked in a Stream wrapper for KOS's streaming API. It seems 
to work fine with the VorbisStream class, but it skips a lot if you 
stream over /pc. Streaming from /rd seems to be fine, I don't have 
any CD-Rs to test streaming off the CD.
-Sam
From: Sam S. <sam...@gm...> - 2006年11月26日 14:51:20
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
On Nov 26, 2006, at 12:01 AM, Dan Potter wrote:
> No way, dood! That's gonna break this super mainstream product for
> all the millions of people who use it every day ;)
>
> I really wouldn't worry about it too much...
Haha! Well, Apple broke it more than I did anyway :-P
- -Sam
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.5 (Darwin)
iEYEARECAAYFAkVpqd8ACgkQy/3SChpOh5shrwCcCAyjc+NbjIxp8+Ush8qJNKdA
HhYAoJ1Ei3iWdIKZyH3XARj0wiMCTvc2
=wL5h
-----END PGP SIGNATURE-----
From: Dan P. <ba...@al...> - 2006年11月26日 05:02:21
On Nov 25, 2006, at 6:04 PM, Sam Steele wrote:
> Whoops, part of my OpenAL changes slipped in with that revision.
> That'll initialize OpenAL without using alut on Mac OS X, but the wav
> player still need to be rewritten.
No way, dood! That's gonna break this super mainstream product for 
all the millions of people who use it every day ;)
I really wouldn't worry about it too much...
From: Sam S. <sam...@gm...> - 2006年11月26日 02:05:05
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Whoops, part of my OpenAL changes slipped in with that revision. 
That'll initialize OpenAL without using alut on Mac OS X, but the wav 
player still need to be rewritten.
I should use a GUI SVN client instead of the command line :-P
- -Sam
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.5 (Darwin)
iEYEARECAAYFAkVo9kcACgkQy/3SChpOh5t39gCgkEPSWyabMWdPLJi7jxjBxiOt
QacAn26RyMzemwK+ulErtngWGfPmY/h4
=YJpc
-----END PGP SIGNATURE-----
From: Dan P. <ba...@al...> - 2006年11月23日 21:06:21
On Nov 23, 2006, at 12:02 PM, Sam Steele wrote:
> The only code that really relies on it is the wav player which
> shouldn't be too difficult to replace. I've already got the rest of
> the audio system up and running on pure OpenAL (at least on OS X,
> untested on win32 / linux). I'll take a look at the wav code this
> weekend.
Just at a glance, it looks like it just uses it to load wav files. 
We've got one of those in KOS, so we could probably just copy that over.
From: Sam S. <sam...@gm...> - 2006年11月23日 20:02:26
On Nov 23, 2006, at 2:55 PM, Dan Potter wrote:
> Whoops... :(
>
> Is there some sort of replacement for it? I haven't looked in the
> code for quite a while so I dunno how much we rely on it...
>
The only code that really relies on it is the wav player which 
shouldn't be too difficult to replace. I've already got the rest of 
the audio system up and running on pure OpenAL (at least on OS X, 
untested on win32 / linux). I'll take a look at the wav code this 
weekend.
-Sam
2 messages has been excluded from this view by a project administrator.

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