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There are a few threads on OgreOde installation[1], but I think the articles there are mostly out of date by now, as well as the pre-built sdk.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.

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