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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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#21
03/29/2013 (6:06 am)
very cool to see.Do you feel the OpenGl code will translate/port for windows and Mac?Will be nice to develop/enhance a single Graphic component.c
#22
03/29/2013 (10:42 am)
That would be something ofc
but the thing is it is still a bit early to talk about a single Graphic Component

for example Dushan and myself where playing with the tought of using
a CG Renderer/ Shaders - one that is/ would be capable of generating
glsl/ hlsl shaders @ runtime

now that didnt worked out well, however
OpenGl - might be the best solution to support all 3 Major paltforms....
now only time will tell whats gonan happend at the end

Lets not foget T3D Mit is still very young and there is so much more to come.

On a sidenote, if there is interest i will showcase
T3D running thru wine on linux - just to show people that it can be already used to get the engien to know/ write scripts/ run the game
and or even start the work on a game on linux.

Since a usable Linux port is still lets say 3-4months away
it might be a good thing todo.
#23
04/02/2013 (10:13 am)
alright folks Dushan has updated his github branch with his changes

github.com/TheDushan/Torque3D/tree/Linux

who wishes to use it go ahead but take care the
OpenGl part along with the Keybinding will need some love.

Am not sure if there is going to be a pull request for it but that is open to the steering commitee.
#24
04/02/2013 (11:56 am)
That's awesome :) I will try it immediately.
#25
04/03/2013 (4:47 am)
@Trilec: I agree, OpenGL 3.x or 4.x as the only renderer.
@J0liniar: One advice, no CG because is more DirectX and Nvidia oriented and also it is not that compliant with GLSL.
#26
04/03/2013 (5:17 am)
I think for render interface-wise setup, where GFX is now is probably the best solution.
The issue is- Windows, as my understand goes- runs DirectX much better than it does OpenGL at this point(though it seems OGL runs better comparatively on other platforms, if valve's port tests to linux are any indication).
So forcing one(or more if you're looking to get on the Xbox-console platform) platform to run the weaker renderer seems to be a bad plan.

The point with GFX was that once you get the render layer added to it, you didn't have to mess with it and could write generic code in the rest of the engine, and GFX would make sure that the work got done in the back-end. This seems to be the most sane and flexible way to go for this.
#27
04/04/2013 (9:24 pm)
Great work, but I noticed two problems. First: the latest update to libsquish broke compile on GCC. You have to add <limits.h> to the squish.h file in order to fix that build breaker.

Two: could you please provide some instructions for compiling/creating a new project. I try to use the project manager with some linux fixes, but it doesn't seem to detect in main.cpp that the platform is Linux, and instead tries to build the static version and fails to compile at main.cpp.

BTW: the link for the project manager that works on Linux is available at:
https://github.com/CruzR/Torque3D-ProjectManager/tree/t3d_linux
#28
04/04/2013 (11:22 pm)
Quote:The point with GFX was that once you get the render layer added to it, you didn't have to mess with it and could write generic code in the rest of the engine, and GFX would make sure that the work got done in the back-end. This seems to be the most sane and flexible way to go for this.
Yup.

This is excellent! I wish I had a Linux box set up to test with. This doesn't do anything for OSX, does it?
#29
04/05/2013 (2:50 am)
This could be helpful?

http://www.phoronix.com/scan.php?page=news_item&px=MTM0MzU

OSX is not far once the Linux build has been done.
#30
04/05/2013 (3:29 am)
Hey there to clear soem confusion
Neither Dushan nor do i have a OSX Box - or
therefore testing and getting something done is not that easy

what i can say is with the Linux Port being more or less done
its only a matter of time until there is a OSX Port
however this will mean that we will have to count on the Community
to keep the ball rollin.

another thing that just popped is
Song Yongjin`s IOS/ Android Port - www.garagegames.com/community/blogs/view/22239 that work is as important as Linux/ OSX


and regarding Dushan`s Linux Port
its running/ Editor is working
like mentioned it is not stable and neither usable in production but its there to grab/ loook thru - work on and expand
but no so far there are no plans that i know of to move on to OSX
not yet but the code is there and am sure there a some ppl in the Community
that are runnin OSX and have some experience with T3D

Lets be honest T3D came a long way since it went mit
and it will keep evolving thx to a dedicated Community
the Elders in the Background (GG is meant with that ;) )
and last but not least the so cold newguns ( ppl like Dushan)
that share and work on getting T3d better/ bigger just greater.
#31
09/19/2013 (9:29 am)
So how is it going? Dushan's Git has been removed? Probably merged with CE or elsewhere?
#32
09/19/2013 (10:30 am)
Great stuff!
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