First off, this tool looks awesome so far, thank you! I've been able to run through the first 8 basic tutorials with no problems.
1) I was able to compile ORX with the modified source code (extern) and the src zip files on the sourceforge. Now, I prefer the commandline and would love to have a script to compile everything, but I wasn't able to see a makefile for Bod2D or SOIL. Does one exist that I missed? If so, please tell me where. If not, is there any ~simple~ way to compile for linux64 via command line?
2) Does the external libraries that come with ORX append or modify? IE: Does ORX Box2D still have all the same old functionality of Box2D_2.1.3 or has it changed?
Glad you enjoy your discovery so far!
Unfortunately there are only codelite projects for those external dependencies. However you should be able to generate GNU makefiles for them from within codelite. It's not perfect but that's all I can offer for now.
My plan is to eventually add premake scripts to all the dependencies at some point, but I'm not sure when I'll have the opportunity to do so.
When you're done with the basic tutorials, you can look at the community ones (they're all accessible from the wiki) and some more advanced tutorials such as https://bitbucket.org/iarwain/resource that haven't been wiki-ed yet unfortunately, by lack of time.
They are not vanilla versions, most of the time, no. For example Box2D has 2 major changes compared to the vanilla 2.1.3 release: it has some support for frictionless non-sliding contacts and, more important, it has support for per-body custom gravity.
From the top of my head, others are:
- GLFW contains mostly a few fixes and some modifications such as refresh rate support
- openal-soft also contains a couple of fixes
- stb_vorbis has been modified to allow the use of orx's new resource system in place of the default file system accessors
- SOIL has minor modifications but I don't remember which ones
- premake has some fixes and a better support of visual studio
- libsndfile has some heavy changes allowing it to be compiled with visual studio (which the author doesn't want to support anymore)
The remaining external dependencies are either unmodified or mostly unused at this point (stb_truetype, SDL & SFML).
My pleasure! Don't hesitate if you have any other questions!
Also, I have run through the basic 12 tutorials and I've discovered I'm new to the whole shader concept. From my understanding, the shader code in the .ini files is GLSL code which is compiled and linked at runtime and then stored on the GPU for processing. Is that correct?
I will start to look at the tutorials on wiki and then the advance ones you posted. Hopefully then I'll have finalized my game idea and then be able to sit down and design!
You simply invoke it like this:
That will create makefiles in the code/build/linux64/gmake folder.
That's quite correct. To be more precise, the shaders defined in config files are fragment shaders and they get executed for every fragment (ie., in our case, pixel) that get displayed on screen.
Sounds good! Don't hesitate if you have any other questions.
Good luck with your design!
After getting the latest from github (and then updating some of the code to work with orx 1.4) I was able to compile. Unfortunately when I run, I get:
Any ideas on what happened? I've attached a patch, which I hopefully created correctly (I've never used git).
Also, I've noticed numerous different build tools; CMake, codelite, VS, premake. Has there been a push to select one unified build environment? I noticed premake will build for make, Codelite, VS, and others (http://en.wikipedia.org/wiki/Premake). https://forum.orx-project.org/uploads/legacy/fbfiles/files/paulofthewest_compile.tgz
If I were you I'd:
- Get the tutorial from the link you sent
- Get the latest orx from https://bitbucket.org/orx/orx
- Get the latest Scroll from https://bitbucket.orx/orx/scroll
- Compile orx (embedded dynamic *)
- Copy orx's headers to <tutorial>/include/Scroll/orx (after cleaning that folder)
- Recompile the tutorial and link it with the correct version of orx you just built (without forgetting -D__orxDEBUG__ when linking against the debug library and making sure it's not defined when linking against the other versions)
Try it and hopefully this time everything should be working just fine.
Well it depends: build tools for what?
Orx, its tools (orxcrypt/orxfontgen) and its tutorials are all using premake to generate whichever flavour of build project you want (codelite, code::blocks, visual studio, gmake, xcode, you name it!).
The only exception (beside a couple of vestigial xode/visual projects that are still needed for now, but only really for me) is Android, which has handcrafted build projects.
All the dependencies, however, are using their own build system so far. I plan on adding premake support for all of them at some point, but it's not done yet.
As for the custom tutorials, well, the author is free to use whatever he/she likes, so it can be anything, really.
I'll keep looking into Scroll, it sounds very useful.