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Thanks Gavan! This is exciting, I've been waiting for this for a while. The code looks super hacky, but that's to be expected :) Hopefully it gets ported to Ma
by spacelizard 10y ago
Thanks Gavan! This is exciting, I've been waiting for this for a while. The code looks super hacky, but that's to be expected :)
Hopefully it gets ported to Mac and GNU/Linux soon. If not, I'd definitely like to try and port it over when I get some spare time. Cheers!
- gavanwoolery 10y agoYour welcome. :) The porting process should not be all that difficult - mainly a few things have to be done: 1) Create a bash script to replace the batch scripts 2) Rebuild dependencies for the right platform 3) Ideally have some sort of cross-platform build generation like cmake 4) Pray to your gods
- Lord_Nightmare 10y agoI was looking into how to run lzz using gnu make on osx and while https://stackoverflow.com/questions/11186528/makefile-rule-for-lazy-c https://stackoverflow.com/questions/11186528/makefile-rule-f... gives some nice hints, I agree that cmake might make more sense in the long run, even if it is less "standard" than gnu make. Also, drop by on Freenode #VoxelQuest sometime. We're still hanging around in there.
- gavanwoolery 10y agoI've seen your name in the chat, and I apologize for rarely going in there! User "Talvieno" tells me it is often active in there. I need to automatically log in as I rarely manually fire up most of my chat applications. (PS I am in the chat now http://www.voxelquest.com/chat.html http://www.voxelquest.com/chat.html)
- erlehmann_ 10y agoCmake is probably overkill. DJB redo can handle multiple dependencies easily. My implementation only depends on Unix standard utilities like stat and md5sum: http://news.dieweltistgarnichtso.net/bin/redo-sh.html http://news.dieweltistgarnichtso.net/bin/redo-sh.html
- laumars 10y agoI've started the process of writing a Linux port. I already have a few shell scripts I can push back into your git repo, but still having a few issues compiling: $ g++ -Wall -I./SFML-2.1/include compiled/main.cpp -I./glew/include -I./freeglut/include -o voxelquest compiled/main.cpp:124:19: fatal error: gl/gl.h: No such file or directory #include <gl/gl.h> ^ compilation terminated. I can't seem to find gl.h anywhere in your project sources. Any ideas where I can find it? edit: nevermind. It was already installed on my system. Seems to be a few cases where you've used lowercase gl paths in your includes which is breaking on Linux because the paths are in uppercase. Easily fixed with a `sed` script though.
- gavanwoolery 10y agoCool! I am going to work on porting to OSX today
- erlehmann_ 10y agoAs you seem to use shell scripts to build the game, I suggest to use redo, which provides dependency management for shell scripts: http://news.dieweltistgarnichtso.net/bin/redo-sh.html http://news.dieweltistgarnichtso.net/bin/redo-sh.html Where can I find your code?
- JdeBP 10y agoI don't speak for M. Woolery, but one can find my code here: * http://jdebp.eu./Softwares/redo/ http://jdebp.eu./Softwares/redo/ * http://jdebp.eu./Softwares/redo/grosskurth-redo.html http://jdebp.eu./Softwares/redo/grosskurth-redo.html * http://jdebp.eu./FGA/introduction-to-redo.html http://jdebp.eu./FGA/introduction-to-redo.html
- erlehmann_ 10y agoThanks. I thought your web site was permanently offline!
- erlehmann_ 10y agoPlease do not use Bash, but Bourne Shell (sh). Bash-specific shell scrips are more complex and slower than sh and not portable. Bourne Shell scripts run unmodified in Bash.
- gavanwoolery 10y agowill do :)