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Messages - Albert

#16
I've played a lot with emscripten by now, and I think tha libcxx* problem is related to 64 bit win7
#17
I've some difficulties compiling for html5. Now I'm trying to run command-line. I've got this:

Code (glbasic) Select
c:\GLBasic_v11\Compiler\platform\JavaScript\bin\python>python.exe "C:/GLBasic_v11/Compiler/platform/JavaScript/bin/\emsc
ripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IC:\GLBasic_v11\Compiler\platform\Include -IC:\Users\bd\Dropbox\glba
sic\Blobmonster -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\bd\AppData\Local\Temp\glbasic\gpc_tempg.cpp
C:\Users\bd\AppData\Local\Temp\glbasic\gpc_temp0.cpp C:\GLBasic_v11\Compiler\platform\JavaScript\bin\libGLBasicWebGL
.o -o C:\Users\bd\AppData\Local\Temp\glbasic\output.html -DHTML5=1

==============================================================================
Welcome to Emscripten!

This is the first time any of the Emscripten tools has been run.

A settings file has been copied to ~/.emscripten, at absolute path: C:\Users\bd/.emscripten

Please edit that file and change the paths to fit your system. Specifically,
make sure LLVM_ROOT and NODE_JS are correct.

This command will now exit. When you are done editing those paths, re-run it.
==============================================================================


and for the second run:

Code (glbasic) Select
(Emscripten: Config file changed, clearing cache)
warning: Could not verify LLVM version: [Error 2] The system cannot find the file specified
(Emscripten: Running sanity checks)
Checking JS engine node failed. Check ~/.emscripten. Details: [Error 2] The system cannot find the file specified
FATAL: The JavaScript shell used for compiling (node) does not seem to work, check the paths in ~/.emscripten
#18
Gernot: I think our games cannot be run on x64 linux, what is a shame as more and more linux user buy 64 bit computers.
It seems to me that only the GLBasic####.so and .a files need to be recompile to x64 and we good to go. There will be 64bit support for Linux in GLBasic?
#19
I'm trying to compile on linux a console app
my compile.sh:
Code (glbasic) Select

gcc -pipe -O3 -w -Wl,--allow-shlib-undefined,-rpath-link,./Linux/Lib -L./Linux/Lib -I./Include -DLINUX -DUNIX -DNDEBUG -DGLB_CONSOLE *.cpp -lGLBasicLinux-console -ldl -lc -lpthread


Output is:
Code (glbasic) Select

> ./compile.sh
/usr/bin/ld: skipping incompatible ./Linux/Lib/libGLBasicLinux-console.a when searching for -lGLBasicLinux-console
/usr/bin/ld: cannot find -lGLBasicLinux-console
collect2: ld returned 1 exit status
>

Maybe the problem is that this is an 64 bit linux?
#20
I can't decide if you want to use it or not, but I can tell my story with IMGUI.
I read Sol's tutorial about it and then ported to GLBasic and I'm truly impressed what effective IMGUI is.
You work with a very small codebase and only the basic Widgets (scrollbar, button, textfield) and then you can easily expand the basic Widgets to complex ones (Combo box, drop down menu, tree-list, tabs, radio buttons, windows, complet forms).
You don't need to inicialize the widgets (no need to create a button) only use it. You don't store any data in the widgets so not need to update them if a value changed externally.
There are some fundamental difference beetween IMGUI and RMGUI (like DDGUI).
With RMGUI you need:
1. Create widgets
2. Update widgets to reflect internal state of application
3. Update internal state of application to reflect state of widgets
4. Destroy widgets.

With IMGUI you only need:
1. Use widget with internal state of application

You calculate, render and check an IMGUI widget in every frame, so it uses more CPU than RMGUI, but IMGUI mostly used in games, where FPS targetted 40-60 FPS and only with a few widgets at once, so this is not a problem overall.

An excellent writing about IMGUI with code examples: http://www.johno.se/book/imgui.html

I found some really nice BlitzBasic and C++ IMGUI sources, there are a lot of good idea in these I want to port to GLBasic (automatic layout for example).

I found out that NVidia implemented its own IMGUI which it using in it's demos: http://code.google.com/p/nvidia-widgets/
Also Unity using IMGUI since Unity 2.5 (2009), and they said that working with IMGUI was a very pleaseful job:
#21
Interesting thread.
Maybe we can add some sort of inheritence too?
#22
Nice effect, I especcially like the big blurred circle with only 4 points looks like a star
#23
I've got this two times last year.
#24
This isn't that but... muhahahahaha: http://thedogpaddler.com/RandomUploads/Ball/ball.htm
try to click on the blue ball
#25
Oh I like this stuff!
I'm added a shadow to it.

Download modified project from the attachment



[attachment deleted by admin]
#26
I've found this game similar to yours (of course there are differencies even in the gamemechanic). I think you'll find it interesting.
http://onemorelevel.com/game/choo_choo_puzzle
#27
Working here too.
Samsung Galaxy S. It's turn off GPS on the end.

I've modified: SLEEP 15000 to SLEEP 150000
and it gets the lan and long, and then it started counting in toast messages 1MESS, 2MESS...
I can't rid of the Network app, can't close (even with Advanced Task Killer), finally I close and run the glb code on my windows, and it stopped the app on the phone.
#28
Good luck!

Tapatalk 2-vel küldve az én GT-I9000-ről
#29
I have this test app. You can test all the alphamode settings and different types of lights.

download: https://dl.dropbox.com/u/292449/glbasic/Shadow/Shadow.zip
#30
Ok now I downloaded the lua1.rar to a second laptop, and tried to compile to linux, I have one compiler error, limits.h not found, strange 'cos there are 2 of them already, but in the limits.h there is this row:
Code (glbasic) Select
#include_next "limits.h"
never seemed include_next before, but google says that the compiler look further in the include directories to a secondary limits.h file.
I will check it out today.