Torque3D Linux Status
by Luis Anton Rebollo · in Torque 3D Professional · 09/19/2013 (12:36 pm) · 168 replies


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:
How to compile
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?
- Try compile and share your problems.
- Contribute to the development with pull request or bug reports.
- Donate. Thanks to the donations I can devote more time to the project and speedup development.
Reporting bugs:
If possible, Github is a great place to post issues to a forum.I appreciate any donation to help the project.
.About the author
I'm working on a port of Torque3D to OpenGL and Linux/SteamOS
#62
xD
awesome progress Luis,
thumbs up! big time
01/17/2014 (11:08 am)
either you are photoshop Genius or a damn GuruxD
awesome progress Luis,
thumbs up! big time
#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
Checking that compiles on all platforms and writing a new blog.
01/19/2014 (4:06 am)
@Gibby, any help is appreciated.Checking that compiles on all platforms and writing a new blog.
#66
Finally got a new SSD for Ubuntu, so that will be happening soon. Once I re-learn how to do chroots :P.
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
While you're on your port-a-palooza, want to take a shot at getting it crammed onto android? ;)
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? ;)
#69
A new update on Github: github.com/LuisAntonRebollo/Torque3D/tree/dev_linux_opengl
01/20/2014 (12:42 pm)
Torque3D Crowdfunding for Linux, SteamOS, OSX, iOS, AndroidA 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
../../../../../Engine/source/shaderGen/GLSL/shaderCompGLSL.h|45|error: expected ';' at end of member declaration|
Ubuntu 12.04
CodeBlock 10.05
gcc 4.6.3
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
New commint on Github: Remove c++11 "override" keyword form shaderCompGLSL.h
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
/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 ===|
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
You can see my public e-mail on donation button, in first post.
Send my a mail and we talk to resolve your problem.
01/23/2014 (2:53 am)
@RitvarsYou can see my public e-mail on donation button, in first post.
Send my a mail and we talk to resolve your problem.
#74
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.
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
I hope we can merge soon the pull request for T3D 64bit to simplify the work on Ubuntu 64.
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
github.com/LuisAntonRebollo/Torque3D/commit/274582a637a7954ffcc6167817e5feb50266...
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.

Torque 3D Owner Luis Anton Rebollo