Some simple (and also stupid) questions...

darkyien

19-08-2007 17:37:54

hello everyone,
Having tried to do this on my own, and subsequently, having caught a big headache, I prefer asking some questions while I still have some hairs.

First, know that I've been searching everything that was possible in order not to use a physical library, but I think that I'll be forced to...

So, let me begin...

I tried to download OgreODE & to compile it but to no avail...
Hence, I'd appreciate if someone could post something (or direct me to another thread) about OgreODE installation from the beginning...

I currently use Ogre 1.2.5 SDK...

Any help will be highly appreciated.

gmagno

05-07-2008 01:04:06

That would be nice, yes! I think a nice tutorial (like those we get used to in Ogre) that can introduce noobs into OgreODE world, by a simple and soft manner.

electronics45

05-07-2008 02:43:27

Having only recently gotten started with OgreOde, I know what your saying. Getting it set up for the first time is a mission. :) There are a few threads on OgreOde installation[1], but I think the articles there are mostly out of date by now, as well as the pre-built sdk.

The first hurdle is actually finding the up to date source. :P use SVN or another subversion tool to check out the following:

svn checkout https://svn.ogre3d.org/svnroot/ogreaddons/trunk/ogreode dest_dir

I'm a linux user, so I'm not sure how you go about this in windows (sorry :( ). Have a look in ogreode/scripts/ there seems to be installation documentation for quite a few platforms there. I myself just ran:

sh autogen.sh
./configure
make
make install


You need to make sure you have ODE installed and properly linked and I think there might have been a few more libraries which I can't remember, but configure will tell you what they are. ;)

I remember that I needed to copy exampleApplication.h, and exampleFrameListener.h over to the each of the demo's /include folder to properly compile the demo's as well (otherwise you'll need to modify the makefile).

I also remember a compile time error or two when running make, which was fixed simply by adding an explicit cast ( (int *) or something ) to a parameter of a function call. I don't remember the other one.

edit: One more thing, you might want to change the target dir to /usr, instead of /usr/local, otherwise you have to export the lib dir's everytime you run your OgreOde application, like this:


LD_LIBRARY_PATH="/usr/local/lib"
export LD_LIBRARY_PATH


If your still having having trouble, post your output here. ;)

[1] www.ogre3d.org/phpBB2addons/viewtopic.php?t=2004

dermont

05-07-2008 08:04:06

electronics45 wrote:

I remember that I needed to copy exampleApplication.h, and exampleFrameListener.h over to the each of the demo's /include folder to properly compile the demo's as well (otherwise you'll need to modify the makefile).


You shouldn't need to copy the header files or modify the makefile, run ./configure --help. There is an option to specify the samples directory, e.g:

./configure --with-samples=/<YourPathTo>/ogrenew/Samples

The demos will be installed in /<YourPathTo>/ogrenew/Samples/Common/bin.

gmagno

05-07-2008 14:15:46

Hi electronics and dermont,

Thank you for your contribution, OgreODE is poorly documented, and this is another step towards a better OgreODE. I think OgreODE developers should be thankful.

Thanks, in my name and community's

gmagno