* Game engine can now be build on Linux. By default this feature is disabled.
The reason is that you need to have a precompiled version of the ode library
for your gcc version.
To enable ode support you need to do the following:
- compile ode.
- set BUILD_GAMEENGINE = 'true' in the config.opts file.
- set USE_PHYSICS='ode' in the config.opts file.
- set the ODE_INCLUDE and ODE_LIBPATH to valid locations.
* Linking order has changed for the game engine
There are cyclic dependencies between libraries. On linux we have to do some
duplicate linking. I looked at the order of linking in source/Makefile, and
did some clean up.
* Almost all library settings are now available in the config.opts user option
file.
* All platform variables had to be updated to make this possible. Things are
much clearer now, but I only was able to test the changes on Linux. I've
tried to update all other platform variables, but things are most likely to
be broken. Please contact me how to resolve the issues.
Note: Before running scons, remove your existing config.opts file to get all
new options.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
I tried building the game engine on Linux, but I get weird errors when
building with ode. There's a dirty #include path in
Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
use_sumo, use_ode, solid_include and ode_include
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
I need to get openal working on my machine before I can test it so
if it doesn't work feel free to fix it. Hopefully this will be
the majority of the stuff though.
Kent
Florian Eggenburger).
Full instructions are in doc/README.windows-gcc.
Main differences from Florian's patch:
- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).
- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).
- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
(also for <GL/glu.h>)
so that people don't have to create symlinks in
/System/Library/Frameworks/OpenGL.framework on Mac OS X
(Charles Wardlaw)
(configure --enable-gameengine). However, you still need to manually configure,
compile and install ode.
* Following the original NaN makefile, I removed the TerraplayNetwork files
from the build. (Moved the two files to EXTRA_DIST).
* Pass a const char * to Py_BuildValue instead of a STR_String in
BL_ActionActuator.cpp
* Added some include directories in Makefile.am's
Michel
(also adding a couple of include pathes)
changes in Ode*.cpp to get it compile with gcc 2.95.4
to make it compile with ./configure --with-gameengine
--enable-gameplayer
Kent
--
mein@cs.umn.edu
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
(ketsji was a very wrong location because it caused circular dependencies between expressions, gamelogic and ketsji)
expressions and game logic are not dependent on ketsji anymore (only the other way around)
also removed circular includes in makefiles and projectfiles