Game Development Community

Torque3D Linux Status

by Luis Anton Rebollo · in Torque 3D Professional · 09/19/2013 (12:36 pm) · 168 replies

img833.imageshack.us/img833/9893/4q3c.pngimagizer.imageshack.us/v2/800x600q90/853/99ok.png

Torque 3D on Linux

This branch is based on the work of RonOHara-GG that you can find at: github.com/GarageGames/Torque3D/tree/linux-rnd. I removed everything related to Nvidia CG because it was not useful for my OpenGL project. The current state is very basic, but enough to be a good starting point.

Changes or updates on Linux, will be posted on this thread. If you have any questions feel free to post.

You can find the code at:

  • github.com/BeamNG/Torque3D/tree/dev_linux_opengl

  • How to compile

  • dl.dropboxusercontent.com/u/28887086/T3D%20CMake%20docs/mdwiki.html#!index.md

  • Status:

    • Only tested on Ubuntu, compiled with gcc.
    • To modify TorqueScript, is needed an editor that can save with Windows EOF.
    • Use CMake for build project.

    Torque 3D Version:

    This branch is based on Torque3D 3.5.1 development.

    What to do if you want to help?


    Reporting bugs:

    If possible, Github is a great place to post issues to a forum.
    I appreciate any donation to help the project. https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif.
    #61
    01/17/2014 (11:01 am)
    @Steve.. thx :D


    imagizer.imageshack.us/v2/800x600q90/194/ohhc.png
    #62
    01/17/2014 (11:08 am)
    either you are photoshop Genius or a damn Guru

    xD

    awesome progress Luis,
    thumbs up! big time
    #63
    01/17/2014 (11:57 am)
    replygif.net/i/939.gif
    #64
    01/17/2014 (11:57 am)
    Sorry to double post, but I'd like to help test OSX - I have a couple of big Macs in my recording studio, both with xCode installs capable of compiling Torque [FWIW ,the TGE/A versions of my project were done entirely in them, as I didn't own a PC then]...
    #65
    01/19/2014 (4:06 am)
    @Gibby, any help is appreciated.

    Checking that compiles on all platforms and writing a new blog.
    #66
    01/19/2014 (5:17 pm)
    Luis! You are a hero! Lol James.

    Finally got a new SSD for Ubuntu, so that will be happening soon. Once I re-learn how to do chroots :P.
    #67
    01/19/2014 (11:26 pm)
    Haha, dang son you are destroying this!

    While you're on your port-a-palooza, want to take a shot at getting it crammed onto android? ;)
    #68
    01/20/2014 (11:14 am)
    yep guess his next victim^^ is android ;)

    keep up the great work!
    #69
    01/20/2014 (12:42 pm)
    Torque3D Crowdfunding for Linux, SteamOS, OSX, iOS, Android

    A new update on Github: github.com/LuisAntonRebollo/Torque3D/tree/dev_linux_opengl
    • Update on OpenGL code.
    • Fix: Projects files for Codeblocks & Make have compilation errors.
    #70
    01/21/2014 (12:11 am)
    Same problem. Compilation process terminated by this error.

    ../../../../../Engine/source/shaderGen/GLSL/shaderCompGLSL.h|45|error: expected ';' at end of member declaration|

    Ubuntu 12.04
    CodeBlock 10.05
    gcc 4.6.3
    #71
    01/21/2014 (2:21 am)
    @Ritvars, Thank you for re-test and i am sorry I have not noticed it before. I use c++11 in my personal projects and use an "override" in some virtual functions. Remove it for fix error.

    New commint on Github: Remove c++11 "override" keyword form shaderCompGLSL.h
    #72
    01/21/2014 (6:45 am)
    Got some errors again.

    /usr/include/string.h|399|note: expected 'const char *' but argument is of type 'unsigned char *'|

    /home/mensons/Darbvirsma/Torque/Torque3D-dev_linux_opengl/Engine/lib/lungif/dgif_lib.c|216|note: expected 'const char *' but argument is of type 'unsigned char *'|

    /usr/include/string.h|146|note: expected 'const char *' but argument is of type 'unsigned char *'|



    ||=== Full, Release ===|
    ../../Link/cb.Release/Engine/source/T3D/item.o||In function `Item::updatePos(unsigned int, float)':|
    item.cpp|| undefined reference to `void PolyhedronData::buildBoxData<PolyhedronVectorData>(PolyhedronVectorData&, MatrixF const&, Box3F const&, bool)'|
    ../../Link/cb.Release/Engine/source/T3D/player.o||In function `Player::_move(float, Collision*)':|
    player.cpp|| undefined reference to `void PolyhedronData::buildBoxData<PolyhedronVectorData>(PolyhedronVectorData&, MatrixF const&, Box3F const&, bool)'|
    ||=== Build finished: 2 errors, 0 warnings ===|
    #73
    01/23/2014 (2:53 am)
    @Ritvars
    You can see my public e-mail on donation button, in first post.

    Send my a mail and we talk to resolve your problem.
    #74
    01/24/2014 (3:17 pm)
    For anyone else who's trying this, this is the guide I followed to get a 32-bit chroot environment in Ubuntu 13.10. It didn't work exactly as needed, and I of course replaced all references to 'hoary' with 'saucy'. It's compiling now... I'm very excited!

    EDIT: Arrrrgh permission issues trying to execute the thing I built on my shared HDD. Might just have to clone a copy on my Ubuntu drive. Blegh.
    #75
    01/25/2014 (4:24 pm)
    @Daniel, I install a Ubuntu 32bit just to work with T3D.

    I hope we can merge soon the pull request for T3D 64bit to simplify the work on Ubuntu 64.
    #76
    01/27/2014 (1:54 pm)
    Ok, OpenSuSE 12.2 - I get something that looks like one of your really early screenshots (sky is fog color and all objects render black). The console whines about a problem in scatterSkyV.glsl - . It might be that I'm using SDL 1.2 though - I'll try it on a machine that I have more freedom to configure later.

    // the error from the log:
    Program shaders/common/gl/scatterSkyV.glsl: 
    Program shaders/common/gl/scatterSkyP.glsl: 
    GFXGLShader::init - Error linking shader!
    Program shaders/common/gl/scatterSkyV.glsl / shaders/common/gl/scatterSkyP.glsl: error: fragment shader varying zPosition not written by vertex shader
    #77
    01/27/2014 (2:03 pm)
    I have seen this error before. It's fixed on the branch of OSX.

    github.com/LuisAntonRebollo/Torque3D/commit/274582a637a7954ffcc6167817e5feb50266...

    #78
    01/27/2014 (2:11 pm)
    Awesome Luis! I'll give it a shot.
    #79
    01/27/2014 (4:12 pm)
    Ok, scatter sky is now correct but all objects including terrain still render black. Particles seem ok, though - the smoke from the pistol and the dust from bullet impacts renders correctly. I'm seeing vague console spew from various glsl programs, namely projectedShadow, shadowFilter, postFx, gamma and glowBlurry. By vague I mean they just report their names followed by a ":" - for example -
    Program shadergen:/8ab5faaeac01f4e8_V.glsl / shadergen:/8ab5faaeac01f4e8_P.glsl: 
    Program shadergen:/ff6513986a5ce53_V.glsl: 
    Program shadergen:/ff6513986a5ce53_P.glsl: 
    Program shadergen:/ff6513986a5ce53_V.glsl / shadergen:/ff6513986a5ce53_P.glsl: 
    Program shaders/common/postFx/gl/postFxV.glsl: 
    Program shaders/common/postFx/gl/passthruP.glsl: 
    Program shaders/common/postFx/gl/postFxV.glsl / shaders/common/postFx/gl/passthruP.glsl:
    Not much to go on there.
    #80
    01/31/2014 (7:41 pm)
    i.imgur.com/aDaB9pgl.jpg

    We're in business! (Ubuntu 13.10 x64 in a 32-bit chroot)