Help a newbie get started.

kiolakin

03-12-2005 22:22:51

I am new to ogre3d, but I am coming from Crystal Space and I have written my own (primitive) 3d engine before so I know a bit about what goes on.

My number 1 interest in Ogre is the fact that someone has already tackled the problem of paging landscape.

The $500+ for VC++ is a bit out of my reach at the current time and I traded jobs from developer to sysadmin so I have no work copy to use, but it seems that there are several good options out there for free development. This fact strengthens my resolve not to purchase VC++.

My first priority is to get a map editor working with the paginglandscape scene manager. This of course comes with several other priorities given that I am new to ogre and not using the predominant compilation package.

It seems a waste to start over on a mapeditor package when there is already a very robust one in the works. How can I get a system setup so that I can work on this. So far I have tried the following:

I used Code::Blocks/.net free package, but using this I cannot compile Ogre nor can I compile any other multithreaded system. This doesn't seem like a good solution.

I used Code::Blocks/gcc and finally got both ogre and paginglandscape SDK to compile, but for some reason the paginglandscape manager seems to want to load Cg even though I am not using an Nvidia card. I am going to send in a zip of this working workspace file, but I want to redo from scratch one more time to see if I can't get what I did to make a little more sense and to be sure all the functionality is available.

I am currently trying to compile Ogre HEAD and PLSM2 HEAD along with what is done in map editor but I am experiencing alot of difficulty just getting the prerequisites for Ogre to compile. I can get some of the image libs to compile, I expect to work this out soon as I find a newer version of the source for those, and I have not tried Devil yet. I can get pieces of CEGUI to compile but for some reason compiling the release of directx9 completely eludes code::blocks. So I am stuck with debug only for directx. (I noticed in the codeblocks-1.0.1 dependencies, directx debug libraries were the only that were included so I must not be the only one with this problem.)

Freetype compiles very easily.

What combination can I use here so that I can start working with Ogre/paginglandscape scene manager ?

I don't mind being on the cutting edge but I am struggling just to get anything to compile and work completely. I realize this problem would be lessened if I had VC++, but there has got to be a way using gcc. Can I/would it be a good idea to use the STLport even though I'm using gcc ?

I have noticed that gcc is much stricter when it comes to type conversions in assignments and doesn't include std::exception that CEGUI requires. It is easy enough to comment out these lines a loose 2/3 error messages but there has got to be a clean way to tackle this.

Please help me. I think you will find if I can just get on board with the rest of you I will make the startup help worthwhile in the contributions I can make.

Thanks

Jon

03-12-2005 23:18:23

VC2005 is currently available for free, search the main forum for details.

kiolakin

04-12-2005 20:35:49

VC2005 is currently available for free, search the main forum for details.

Yay! Now I have everything in HEAD compiling except for the Map Editor. Anyone know when the cvs version of the Map Editor will be compilable again so that some of us can pitch in on its development ?

RB

05-12-2005 07:30:17

Linux, KDevelop and scons build system was free all the time -)