Latest Checkin
by Kyle Carter · in Torque Game Engine Advanced · 02/10/2005 (5:50 pm) · 24 replies
Hey guys,
I added some stuff from my terrain work to TSE. Brief summary:
- Limited hackery to support multithreading. (Enable with TORQUE_MT_HACKS macros.)
- Added getThreadId() to Thread platform class; returns opaque token uniquely identifying active thread.
- Removed extant BSP collision hooks.
- Some basic support for loading DDS files.
- Support for compressed textures.
- Error cleanups, code formatting.
- Added some safety checks for GlowBuffer to avoid crashes.
- New math code; helper methods on PlaneF, Point2I, and a Box3I class.
Have fun! :)
I added some stuff from my terrain work to TSE. Brief summary:
- Limited hackery to support multithreading. (Enable with TORQUE_MT_HACKS macros.)
- Added getThreadId() to Thread platform class; returns opaque token uniquely identifying active thread.
- Removed extant BSP collision hooks.
- Some basic support for loading DDS files.
- Support for compressed textures.
- Error cleanups, code formatting.
- Added some safety checks for GlowBuffer to avoid crashes.
- New math code; helper methods on PlaneF, Point2I, and a Box3I class.
Have fun! :)
#2
02/10/2005 (7:59 pm)
Multithreading and DDS supported! That's COOL!
#3
02/10/2005 (8:01 pm)
I guess terrain and water is soon to follow.... can't wait!
#4
02/11/2005 (12:21 pm)
Hm.. what exactly is multithreading? Sounds neat but.. no idea what that is. :P
#5
02/11/2005 (1:13 pm)
Thanks for the notification. It's _real_ nice to hear whats been done occasionally :)
#6
These are very trivial changes; Torque's multithread support is the same as it has always been beyond that. (If you don't know what sort of MT Torque gives you to play with, check out platform/*.)
02/11/2005 (1:50 pm)
On the "limited hackery to support multithreading" - for one reason and another, I needed to be able to run a background loader thread. Which meant that I had to be able to allocate memory, print to the console, and do a few other things from multiple threads in a safe way. So the #define I mention enables some blocks of code that add mutexes around the relevant portions. (Specifically, new, free, printf; the profiler also only profiles the main thread, which saves lots of pain).These are very trivial changes; Torque's multithread support is the same as it has always been beyond that. (If you don't know what sort of MT Torque gives you to play with, check out platform/*.)
#7
I am getting the following from the latest checkin:
gfxd3ddevice.cpp(1318) : error C2065: 'D3DPERF_BeginEvent' : undeclared identifier
gfxd3ddevice.cpp(1324) : error C2065: 'D3DPERF_EndEvent' : undeclared identifier
gfxd3ddevice.cpp(1334) : error C2065: 'D3DPERF_SetMarker' : undeclared identifier
02/12/2005 (10:42 pm)
Ben,I am getting the following from the latest checkin:
gfxd3ddevice.cpp(1318) : error C2065: 'D3DPERF_BeginEvent' : undeclared identifier
gfxd3ddevice.cpp(1324) : error C2065: 'D3DPERF_EndEvent' : undeclared identifier
gfxd3ddevice.cpp(1334) : error C2065: 'D3DPERF_SetMarker' : undeclared identifier
#8
02/12/2005 (11:11 pm)
Those APIs were added in a recent SDK update. Which exact version of the DirectX SDK are you running?
#9
02/13/2005 (10:58 am)
Edit: Direct9.0 SDK Update (Summer 2003) --I'm getting the latest now. ...Ok, that fixed it->thx
#10
02/13/2005 (5:41 pm)
Ah, great. Glad to hear. :)
#11
02/26/2005 (7:39 am)
Is there any way of finding out what has changed on a day to day basis? and i dont mean to be part of a colective nagging but is there any update on the integration of vhicles, i think i remember them being in the next milestone. Thanks
#12
hope this clears things up.
02/26/2005 (7:47 am)
For those who dont know what multi threding is, well its when you have 2 or more threds running at a time, its kinda like having 2 programs running that can interact with each other, for example it would be helpfull for dynamic loading of the terrain in a Massive Game because the terrain being loaded in the back ground wont block the rest of the game, if it were done single threadedly you wouled either have to load the whole of what nees to be loaded in one frame or split the loading up into lots of little bits and load a little bit per frame. this isnt the case with multi threading you would have the terrain loading in the background on one thread and have the rest of the game runing unblocked by the loader on another. its also the only way to make programs run faster on multi processor systems, in this case you would have the game on one prosessor and the loader on another. hope this clears things up.
#13
As for day to day, the best thing is to use CVS... :) You can pull down the log each morning, or just hit update and see what changes. We don't currently offer commit mails.
02/26/2005 (10:44 am)
Vehicles have been working for a while now.As for day to day, the best thing is to use CVS... :) You can pull down the log each morning, or just hit update and see what changes. We don't currently offer commit mails.
#14
I've been using CVS for some time now but, how do I go about pulling down the log as you put it?
03/05/2005 (2:07 am)
@BenI've been using CVS for some time now but, how do I go about pulling down the log as you put it?
#15
03/05/2005 (12:52 pm)
The command line is "cvs log" - check your docs if you're using a GUI tool, they should expose the functionality in a similar way.
#16
I'm still getting some errors; can you tell from the following what I'm doing wrong:
dxerr9.lib(dxerr9.obj) : error LNK2001: unresolved external symbol ___security_cookie
dxerr9.lib(dxerr9.obj) : error LNK2001: unresolved external symbol @__security_check_cookie@4
03/09/2005 (3:17 pm)
@BenI'm still getting some errors; can you tell from the following what I'm doing wrong:
dxerr9.lib(dxerr9.obj) : error LNK2001: unresolved external symbol ___security_cookie
dxerr9.lib(dxerr9.obj) : error LNK2001: unresolved external symbol @__security_check_cookie@4
#17
03/09/2005 (3:52 pm)
Security cookie error (AFAIK) is due to missing the directx sdk 'extras'. Head back to where you got the summer release, and look for a package below it that says extras.
#18
I installed these:
dxsdk_feb2005.exe
dxsdk_feb2005_extras.exe
03/09/2005 (7:27 pm)
I've got the extras...the SDK is from this February however.I installed these:
dxsdk_feb2005.exe
dxsdk_feb2005_extras.exe
#19
03/13/2005 (9:50 pm)
Des - does the february on work with head? im having some linker issues with map2dif.. (on october)
#20
03/14/2005 (12:24 am)
It ought to. I haven't updated yet, but probably will now that GDC is over. Map2dif I can't speak for, I don't compile it frequently.
Associate Anthony Rosenbaum