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T3D - Linux Port by Dushan - available on GitHub

by J0linar · in Torque 3D Professional · 02/20/2013 (11:24 am) · 32 replies

Dusan Jocic T3D Linux
GitHub:
https://github.com/TheDushan/Torque3D/tree/Linux

sideNote: The OpenGl part along with the Keybinding will need some love other then that the T3D Linux Port by dushan is fully (with some hickups) working.

This was the initial post - however there been some progress regarding T3D on Linux...

Hi, all
no am not working myself on a Linux Client Version of T3d

but a colleague of mine is

Now to the case, Dusan Jocic would be willing to share his research/ work he has done so far on a linux client.

Why would he do this, simply to help make it happen!

Why go this way and why not just put it up on github/ that is actually something you would have to ask him.

Before u ask why would i start a thread in the name of another User, because he gave me permission to and he is going to answer in this thread if/ when there is interest.

here is some output of his latest work regarding teh client
pastebin.com/GMhEznvT

that is all for now.
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#1
02/20/2013 (1:25 pm)
@Dusan & J0linar, I am sure there is a lot of interest for the Linux Version of T3D, I personally don't have a use for it at this time but I fully support any effort that is made to get it working..
#2
02/21/2013 (11:20 am)
@ Dusan: why not just put it up on github?
#3
02/21/2013 (11:34 am)
Yup - as long as it's building without crashing you could submit a pull request in the development branch. Then the whole world could try to help.
#4
02/21/2013 (12:47 pm)
It isn't problem I have signed and agreed to contribute to GarageGames Open Source Projects.
I will fork project on GitHub and commit changes there so everybody can see it.

https://github.com/TheDushan/Torque3D
#5
02/21/2013 (3:46 pm)
That's awesome! Thanks!
#6
03/14/2013 (9:42 am)
Screenshot 1
i218.photobucket.com/albums/cc300/Drago85/t3d-linux-menu_zps43372dec.jpg
Screenshot 2
i218.photobucket.com/albums/cc300/Drago85/t3d-linux-blank_zpsff8e62c6.jpg
Screenshot 3
i218.photobucket.com/albums/cc300/Drago85/t3d-linux-blank2_zpsc20b0ecf.jpg
Screenshot 4
i218.photobucket.com/albums/cc300/Drago85/t3d-linux-blank3_zpsc8aa0705.jpg

console.log
pastebin.com/2VV7wbw7
#7
03/14/2013 (9:48 am)
To complete Dushans Progress report
(as i tested his build aswell on ubuntu)

T3D is running now on Linux,
has been tested on the latest Debian and Ubuntu

things that obviously will need fixing
are
Control Mapping
and the OpenGl Part is not entirely Done
however

when its on github there should be enoug ppl to contribute to it and to fix it along with improving it.
Great Work Dushan!!!
#8
03/14/2013 (10:41 am)
Sounds great when it will be on github ? can't wait to try it out ^^
#9
03/14/2013 (12:22 pm)
I still believe that its better that we unite all platforms under SDL, so all supported platforms (Windows, MacOS, Unix, Android? and iOS??) have ~ same OpenGL context, audio, window management and input.
If we do that, in that way it will be much simpler to maintain different platforms with minimal work.
#10
03/14/2013 (1:35 pm)
As Dushan requested a video, i did one
as you can see it loads both the Empty and the Terrain Map
i might record chinatown aswell just to demonstrate that it can load

what obviously is not yet working is the Control Mapping

#11
03/16/2013 (9:13 am)
@J0linar comes the lags from "recordmydesktop" or is the perfomance at the moment not very good ? and Dusan how long do you now working on the linux port ?
#12
03/16/2013 (11:33 am)
@Niklas M and all others that have the same question

This is not a performance issue
its more about the Port itself and its OpenGl - it is not complete
but its on the way, that doesnt mean that it will be ready soon.

However as u can see Dushan has been able to fix his T3D Linux so far,
The Version i was given to test was 32bit.
Stay tuned as there will be a update on the progress soon.
#13
03/16/2013 (11:55 am)
I was working on Linux port since middle of January 2013 (but not everyday), and about my progress on that I have posted on FreeGamer forum link to post and Phoronix forum link to post
In both posts you have same link to pastebin where I showed status of my Linux port of Torque3D (you can check date of created pastebin).

Now I have updated Linux port with apparently "fixed" Advanced lighting for OpenGL renderer, (I have test that with T3D Mounted Flashlight Resource because of "Cookie"). Maybe there is more work there.

Also little info what I should share with everybody, I have kept GLSL/HLSL files for OpenGL/DirectX renderer(s) in my latest revision (private repo).

One of problems what I have with OpenGL renderers is extremely slow compiling GLSL files to run on hardware, at least on my computer with ATI Radeon 4850 GPU.

I will see about "tools" inside Linux Torque3D port in next few days.
#14
03/24/2013 (12:45 pm)
This is my last "stable" build considering Linux branch
A picture is worth a thousand words :)

EDIT: Torque3D is now using OpenAL library for sound on Linux, I still didn't tried FMOD on Linux (but soon I will try that also)

There are still some stuff what I want to do before I push code to GitHub so everybody can use it.

i.imgur.com/HbeMwiD.png?1
Dusan Jocic
#15
03/24/2013 (5:32 pm)
Pastebin

i218.photobucket.com/albums/cc300/Drago85/torqueglsl_zpsf098c3c2.jpg


This maybe is looking like something bad, but see in pastebin console.log that this is Torque3D working on Gallium 0.4 on SVGA3D; build: RELEASE, version 2.1 Mesa 9.0.2 provided by VMWare.
#16
03/24/2013 (6:44 pm)
This is so cool. Guess that IndieGoGo campaign should have been for '$31k or 1 random community member'! Seriously, you deserve some kind of reward for this.
#17
03/24/2013 (8:16 pm)
I have absolutely no idea how this works...
#18
03/25/2013 (2:50 pm)
Awesome work so far! :salute:
#19
03/25/2013 (3:57 pm)
I would like to present working Sixense "Razer Hydra" device for Torque3D on Linux.

Pastebin
EDIT:
provided better console.log
console.log

Screenshot
i218.photobucket.com/albums/cc300/Drago85/RazerHydra-Linux_zps7e0cdf10.jpg

This build is also with Bullet physics enabled. As you can see inside "% - Initializing Physics Tools" you don't have anymore "No physics plugin exists." like in my other builds and console.logs what I shared here.
EDIT: As you can see inside pastebin link, there is "Bullet Physics parallel threads: [2]"
#20
03/28/2013 (2:39 pm)
and here is the latest update on the progress


This Video is going to show u
Basic OpenGL
OpenAl
World Editor ...
here is teh link for those who are not able to see youtube videos on gg
www.youtube.com/watch?v=y1PkbkVTp88
stay tuned!
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