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iGame3D is an open source scriptable 3D game engine and modeling project for Mac and Windows.
We switched to an all Lua with murgaLua solution around May or so,
then life happens...
...months later we have this list of things that iGame3D manipulates  
  • Game Levels
  • 2D Text
  • Mesh Editing
  • 3D Model I/O
  • Object Animation
  • Particle Systems
  • 3D Sound
  • Lights
  • Paths
  • Scriptable GL Control
  • Object and Mesh Materials
  • Movie export
  • Networking
  • MurgaLua FLTK Interfaces

Here's the in progress documentation to date:
iGame3D Lua Reference
iGame3D Scripting Reference
Materials Reference
Particles Reference
Scripting Samples
and thanks to Chrimo we have FAQ

Here's a movie of our most recent feature, ragdolls



The source is up on Source Forge via SVN. Here are instructions on how to check out the SVN

Last year or so the new interface for it  it looked like this:


Where and how best to start over with murgaLua?
What feature to exploit/explain first and foremost?

Just looking for ideas and would appreciate some suggestions.

iGame3D Wrote:
iGame3D is an open source scriptable 3D game engine and modeling project for Mac and Windows.
We switched to an all Lua with murgaLua solution around May or so,
then life happens...

Just looking for ideas and would appreciate some suggestions.


WOW, this sounds for me like a perfect environment for my Lego-NXT-Robot-Simulation...

Christian

chrimo Wrote:

iGame3D Wrote:
iGame3D is an open source scriptable 3D game engine and modeling project for Mac and Windows.
We switched to an all Lua with murgaLua solution around May or so,
then life happens...

Just looking for ideas and would appreciate some suggestions.


WOW, this sounds for me like a perfect environment for my Lego-NXT-Robot-Simulation...

Christian


iGame3D,
please can you post some simple introduction about svn checkout and
how to start the first very very simple application ?

Idea: just moving around a Lego-Robot, controlled by Lua (robot.forward(speed), robot.left(degree), robot.stop())
Later: escape the robot from a labyrinth :-) (us_distance=robot.ultrasonic(), ir_detect=robot.infrared())

Something like this:
http://www.java-hamster-modell.de/
http://www.heise.de/ct/projekte/ct-bot/ct-sim.shtml

This will be a excellent testenvironment for pbLua (native Lua at Lego-Hardware)
http://www.hempeldesigngroup.com/lego/pbLua/
http://mindstorms.lego.com/

Thanks for more :-)
Bye
Christian

First step: check out from repository for beginners :-)

1. install subversion (svn), I use fink or ports (OSX-User)

2. running check out command
svn co https://igame3dsource.svn.sourceforge.ne...me3dsource
>>Checked out revision 368.

3. collecting more informations and try to find some readme :-)

More later
Bye
Christian

chrimo Wrote:
3. collecting more informations and try to find some readme :-)

More later
Bye
Christian


I need to recompile for OSX 10.5.1 (PPC)

Building target “iGame3D Player (Upgraded)” of project “iGame3D Player” with configuration “Development” — (1 error)
    cd /Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode
    /Developer/usr/bin/gcc-4.0 -o "/Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode/build/iGame3D Player.build/Development/iGame3D Player (Upgraded).build/Objects-normal/ppc/iGame3D Player" -L/Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode/build/Development -L. -F/Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode/build/Development "-FiGame3D Player.app/Contents/Frameworks" "-F/Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode/iGame3D Player.app/Contents/Frameworks" -filelist "/Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode/build/iGame3D Player.build/Development/iGame3D Player (Upgraded).build/Objects-normal/ppc/iGame3D Player.LinkFileList" -lnewton32 -framework AGL -framework OpenGL -framework QuickTime -framework Carbon -lnewton64 -framework OpenAL -framework Ogg -framework Vorbis -llua -lluasocket -lfltk_forms -lfltk_images -lfltk_jpeg -lfltk_png -lfltk_z -lfltk /Users/chrimo/prog/3D/igame3dsource/ig3d_mac_xcode/murgaLua.a -arch ppc -mmacosx-version-min=10.4 -lstdc++ -lm -ldl -header_pad_max_install_names -trigraphs -isysroot /Developer/SDKs/MacOSX10.4u.sdk
ld: duplicate symbol dgCollisionChamferCylinder::~dgCollisionChamferCylinder()in ./libnewton64.a(dgCollisionChamferCylinder.o) and ./libnewton32.a(dgCollisionChamferCylinder.o)

collect2: ld returned 1 exit status
ld: duplicate symbol dgCollisionChamferCylinder::~dgCollisionChamferCylinder()in ./libnewton64.a(dgCollisionChamferCylinder.o) and ./libnewton32.a(dgCollisionChamferCylinder.o)
collect2: ld returned 1 exit status
Build failed (1 error)

Now I need your help

Bye
Christian

I've tried it at my OSX 10.5.1 (Intel) too....
Same problem when trying to build.

Now you should ask me: why do you try to rebuild ?
Answer: when trying to start Player, I get the error message:

Your architecture is not supported

OSX 10.51 (Leopard) problem ?

Christian
Hello,

yes it looks like a leopard problem. Probably some small things need to be fixed in the xcode project file to get it to work. Too bad none of us devs is on 10.5 yet.
Looks like I need to upgrade :/

-Tobi

chrimo Wrote:
I've tried it at my OSX 10.5.1 (Intel) too....
Same problem when trying to build.

Now you should ask me: why do you try to rebuild ?
Answer: when trying to start Player, I get the error message:

Your architecture is not supported

OSX 10.51 (Leopard) problem ?

Christian

Hey thanks for going that far.

I use ZigVersion for SVN, keychain access to the repository.
I forget about having to learn how to do it.

I'll post a hello world while we get the fleas out of leopard.
Oh, by the way, the player app that comes with the svn checkout is NOT the one to execute. It is used for a framework embedding workaround in a post-link phase. So you always need to build the player yourself which will go into the "build"-Folder.

One idea to fix your link error is to remove libnewton64.a from the xcode project and rebuild. It works fine without it for me, maybe it helps you.

Good luck

Tobi Wrote:
Oh, by the way, the player app that comes with the svn checkout is NOT the one to execute. It is used for a framework embedding workaround in a post-link phase. So you always need to build the player yourself which will go into the "build"-Folder.

One idea to fix your link error is to remove libnewton64.a from the xcode project and rebuild. It works fine without it for me, maybe it helps you.

Good luck


my result:
15 errors when trying to build
Are you interested in more details ?

Thanks for all you support
Bye
Christian

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