Game Development Community

GMK with T3D 1.1 Beta3

by Katsuya T. · in Game Mechanics Kit · 11/06/2010 (5:56 pm) · 32 replies

Hi folks,

i just purchased the GMK 1.2.8 but there also start my problems.
I copie all the files from GMKZIP\Engine to Torque3DFOLDER\Engine like in the Guide in step 2.

Step 3 is a bit confusing in this Guide because there is no mention from where to copie the files into the VC-Project. So i just tried to make a filter within my DLL-Project > T3D > logickingMechanics, containing the aiBot.cpp/h and the visualEffect.cpp/h and there under the physics filter containing the files from the game_mechanics_kit_1_2_8\T3D\Engine\source\T3D\logickingMechanics\physics folder.

Rebuild the DLL-Project and i will get more then 300 errors.

Compiling without the GMK changes works like a charm.

Visual Studio 2008 Pro
DirectX-SDK 2010

Just a few from the erros logged:
1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/physics/rigidBody.h(48) : error C2143: syntax error : missing ';' before '<class-head>'
1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/physics/rigidBody.h(48) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/visualEffect.h(38) : error C2143: syntax error : missing ';' before '<class-head>'
1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/visualEffect.h(38) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

I hope someone will point me into the correct direction.

K.
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#1
11/06/2010 (8:00 pm)
GMK 1.2.8. is not designed to work with Beta v3 (although a few people have managed to get it installed - it doesn't function correctly).

You should keep an eye on this link for news on the latest GMK version:
http://www.torquepowered.com/community/forums/viewthread/119219
#2
11/07/2010 (10:27 am)
Thanks Richard.
I think i missed this information.

I will keep an eye on the thread.
#3
11/22/2010 (5:57 am)
I am using the new GMK 1.2.9 and I am getting the same errors as you.
So I think I am missing a step or something in the setup.
You can request the update directly from Yuri at logicking.
#4
11/22/2010 (3:13 pm)
I think that error comes from this line begin present near the top of both files:

DECLARE_CONSOLETYPE(xxxxxxxxxxxx)

Make sure that you are using the correct version of all of the files as this line is not present in GMK 1.2.9.

#5
11/22/2010 (3:52 pm)
I redid the steps twice and I get the same results.
The game works, but with errors.
#6
11/22/2010 (7:07 pm)
As it happens... I got around to trying GMK v1.2.9 this weekend and havent been able to get it to compile without errors just yet.

I'll add more specific info tomorrow when I get time to try it out again (the "softshape" (cpp & h) files were problematic as I recall).

P.S. I've also noticed that you need PhysX 2.8.3!
#7
11/22/2010 (11:51 pm)
I don't understand how you can be generating a new exe and dll with errors coming up during compilation. Have you tried a clean and/or rebuild?
#8
11/23/2010 (2:28 pm)
OK, just recompiled. I'm getting a whole batch of errors (166!) relating to the following files:
- physicsbullet.h
- physshapesoftbullet.cpp
- physshapesoftbullet.h
- rigidbody.cpp
- softbody.cpp
- aibot.cpp

They are all similar errors mentioned above.

I have a feeling it's something to do with the file locations or project dependencies etc. I'll keep plugging away and see if I can get the number of errors down by playing with the setup.
#9
11/23/2010 (4:10 pm)
Anyone have any ideas on what's going on in these 2 screenshots?

img89.imageshack.us/img89/5185/screenshot00100000.th.png

img809.imageshack.us/img809/194/screenshot00100002a.th.png

Could it be my video drivers? I updated them not to long ago like a month or 2.
#10
11/23/2010 (4:14 pm)
I did a recompile and received the identical errors.
It may be that I don't have the latest dependacy required, but I am using Bullet, not PhysX. It may still be referenced somewhere requiring it. The compiled game works with the exception of the big bounce ball.
It either falls through the floor or I can walk through it.
#11
11/23/2010 (4:33 pm)
@Teko: That definitely looks like a video driver problem. Perhaps try going back to the older driver ?

@John: Sorry - I know I mentioned about the version of PhysX earlier, but I'm also using Bullet on this particular project. With an optimised debug I get only 28 errors. Curiously, it tells me it can't find the include file "btBulletDynamicsCommon.h".

It's right there in the root of the "libbullet" project you need to add as a dependency, so not sure why its not seeing it. The reference is coming from "bt.h" in the T3D/Physics/Bullet/ folder.

Bt.h references a whole bunch of other files from the same libbullet project without an issue.
#12
11/23/2010 (4:39 pm)
It's not the video drivers. It something with the Bullet physics. After recompiling both debug and release and comment out " physicsInit("Bullet");". I didn't get that graphic problem. But when uncomment it again I got the same problem again.

EDIT: I recompiled the lib for bullet and it seem to help just a little. I'm going to try updating my video drivers just in case.

EDIT2: So I have found ATI just released a newer video drivers but I still see the graphic problem a little.

I wonder if this is the problem because a lot are showing up.
16>C:/Game Dev/Torque/Torque 3D 1.1 Beta 3/Engine/source/component/simComponent.h(140) : warning C4373: 'SimComponent::setEnabled': virtual function overrides 'SimObject::setEnabled', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers
16>        C:/Game Dev/Torque/Torque 3D 1.1 Beta 3/Engine/source/console/simObject.h(922) : see declaration of 'SimObject::setEnabled'
#13
11/23/2010 (9:05 pm)
Sorry guys for replaing with that delay ...
I can build a new project without any errors with GMK 1.2.9 and T3D 1.1 Beta3.

The thread was for GMK 1.2.8 because there was no 1.2.9 released.
Whatever ... here how i did it:
1. (optional but may help to understand the problem) Install a fresh T3D 1.1 Beta3
2. Create a Full Template project
3. Copy all files (and replace the original) from GMK1.2.9/T3D/Engine to T3D/Engine
4. Make DLL Project hierachy like in picture
img686.imageshack.us/img686/2356/t3dh.png
5. Uncommend in physics.h #define PHYSICS_BULLET
#ifndef _PHYSICS_H_
#define _PHYSICS_H_
#include "math/mPoint3.h"
#include "core/color.h"
#include "sim/netConnection.h"

#define PHYSICS_BULLET
//#define PHYSICS_PHYSX
6. Add libbullet to your build folder and also to your CPP Solution
7. Add dependencie to DLL Project libbullet
8. Recompile libbullet (Release / Debug you have to recompile some more projects)
9. Recompile DLL Project (Release)

Should not give any error.
(More detailed how to install GMK is shown in the manual)

K.
#14
11/23/2010 (9:15 pm)
For your interest:
www.torquepowered.com/community/forums/viewthread/122367

This looks like a bug i reported a while ago.
T3D seems to work with bullet in general, but the collision detecting is not fully working - collisions are not drawed.

K.
#15
11/23/2010 (9:20 pm)
Quote:
Tek0:
It's not the video drivers. It something with the Bullet physics. After recompiling both debug and release and comment out " physicsInit("Bullet");". I didn't get that graphic problem. But when uncomment it again I got the same problem again.

EDIT: I recompiled the lib for bullet and it seem to help just a little. I'm going to try updating my video drivers just in case.

EDIT2: So I have found ATI just released a newer video drivers but I still see the graphic problem a little.

I wonder if this is the problem because a lot are showing up.

Did you made a debug or release build?

K.
#16
11/23/2010 (9:20 pm)
I did release build.

I see, thanks for pointing that out about the bug.
#17
11/30/2010 (5:26 pm)
OK! Getting there... I'm using PhysX v2.8.3 on Win7 64 Bit machine. Its failing right at the end now with 4 actual compiler errors (37 warnings as expected). Here's the error list:

Error 38 error LNK2019: unresolved external symbol "public: static void __cdecl Physics::createPhysics(bool,class PhysicsWorld *)" (?createPhysics@Physics@@SAX_NPAVPhysicsWorld@@@Z) referenced in function "bool __cdecl cf_physicsInitWorld(class SimObject *,int,char const * *)" (?cf_physicsInitWorld@@YA_NPAVSimObject@@HPAPBD@Z)

Error 39 error LNK2019: unresolved external symbol "public: static void __cdecl Physics::destroyPhysics(bool)" (?destroyPhysics@Physics@@SAX_N@Z) referenced in function "void __cdecl cf_physicsDestroyWorld(class SimObject *,int,char const * *)" (?cf_physicsDestroyWorld@@YAXPAVSimObject@@HPAPBD@Z)

Error 40 error LNK2019: unresolved external symbol "public: static void __cdecl Physics::init(char const *)" (?init@Physics@@SAXPBD@Z) referenced in function "bool __cdecl cf_physicsInit(class SimObject *,int,char const * *)" (?cf_physicsInit@@YA_NPAVSimObject@@HPAPBD@Z)

Error 41 fatal error LNK1120: 3 unresolved externals ../../../game/Blood Red.dll

The errors all seem to be revolving around "physicsPlugin.obj".

Has anyone else been getting this problem - Is this a Visual Studio setup problem or a missing source file ?

Thanks!
#18
12/01/2010 (5:18 am)
check your linkers, you missed 2
#19
12/01/2010 (5:11 pm)
Grrr I'll be doing what that guy on your profile pic is up to soon! Can't see what I'm missing here... Is there a definitive list references, dependencies and links to compare against ?
#20
12/01/2010 (8:51 pm)
Richard,
yes, the physics demo project.

make sure you followed the install instructions to the word. important.
can you upload just your project.dll's vcproj?
I'll fix it for you, if I can. (I created a new physics project a few days ago)
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