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
#42
(Dances in circles shouting while nearby apartments wonder what is happening:)
I got this working my drivers were the problem. I am able to run around and shoot the desert:)
Now I have it running on x64 opensuse 12.3 with ATI Radeon HD6970:)
It runs better than on my windows box;0
@ Andrew
Thats great, you are almost there! What ATI graphics card are you using?
I was able to get the latest ati catalyst beta to install after adding a dev library, xorg-x11-devel. I would be glad to help where I can. The more people on linux the better:)
12/04/2013 (7:39 pm)
Luis you are the man!!!!!! I just made a donation to your paypal:)(Dances in circles shouting while nearby apartments wonder what is happening:)
I got this working my drivers were the problem. I am able to run around and shoot the desert:)
Now I have it running on x64 opensuse 12.3 with ATI Radeon HD6970:)
It runs better than on my windows box;0
@ Andrew
Thats great, you are almost there! What ATI graphics card are you using?
I was able to get the latest ati catalyst beta to install after adding a dev library, xorg-x11-devel. I would be glad to help where I can. The more people on linux the better:)
#43
can u provide some more info on which perspective it is better then windows version?
what is your pc configuration?
12/04/2013 (8:18 pm)
"It runs better than on my windows box;0"can u provide some more info on which perspective it is better then windows version?
what is your pc configuration?
#44
http://i.imgur.com/yyHHPpB.png
So you can cross Linux Mint 16 32bit off the list, it's running on that, just needed to fix that php Generator issue. The framerate feels like crap, I'll get a measurement soon. I'm going to install a game from steam and make sure my graphics drivers are actually functioning properly, as that was not a smooth installation.
12/04/2013 (9:22 pm)
I have a Radeon HD 5770. I installed the regular driver and it errored during installation, restarted and X wouldn't start, it messed up fglrx. So I opened up a terminal, downloaded the beta driver and installed that. It works now. For some reason now client takes about 3 minutes to load datablocks and everything to get into the mission, but once it's in I can move around and shoot :D I'm calling that a success. It's weird that it would be slow to load datablocks. Anyway, without further ado, working screenshot:http://i.imgur.com/yyHHPpB.png
So you can cross Linux Mint 16 32bit off the list, it's running on that, just needed to fix that php Generator issue. The framerate feels like crap, I'll get a measurement soon. I'm going to install a game from steam and make sure my graphics drivers are actually functioning properly, as that was not a smooth installation.
#45
12/04/2013 (9:58 pm)
Haha this is so cool. Luis, you are a hero. Gold sent ;).
#46
I was mostly just joking at microsoft:) However, I thought the frame rate seemed higher and movement commands with the mouse were more responsive. I have an identical(Intel Celeron Dual Core Radeon HD6970 4GB Ram) windows box I can set up and we can really put some metrics on it to make it fair:) But I am used to running torque on a windows laptop with nvidia GT420M 1GB and Intel i5 core cpu.
@Andrew
Awesome! I really need to get a screen shot up too. Can you post your console log?
Also, I was running with the lowest graphics settings when I experienced the awesome performance but the advanced lighting works well too:) You can set those under the options button, I just set everything to lowest to get basic lighting. If you just fire it up it will be running in advanced lighting mode. With advanced lighting settings it was a little slow to load and it seemed to have a slightly slower frame rate but you could move around. However, under the default(advanced) lighting settings it did crash when I fired the weapon.
I will report more as I try out the different settings.
12/04/2013 (10:51 pm)
@ahsanI was mostly just joking at microsoft:) However, I thought the frame rate seemed higher and movement commands with the mouse were more responsive. I have an identical(Intel Celeron Dual Core Radeon HD6970 4GB Ram) windows box I can set up and we can really put some metrics on it to make it fair:) But I am used to running torque on a windows laptop with nvidia GT420M 1GB and Intel i5 core cpu.
@Andrew
Awesome! I really need to get a screen shot up too. Can you post your console log?
Also, I was running with the lowest graphics settings when I experienced the awesome performance but the advanced lighting works well too:) You can set those under the options button, I just set everything to lowest to get basic lighting. If you just fire it up it will be running in advanced lighting mode. With advanced lighting settings it was a little slow to load and it seemed to have a slightly slower frame rate but you could move around. However, under the default(advanced) lighting settings it did crash when I fired the weapon.
I will report more as I try out the different settings.
#47
try with higher value for this fields:
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "450";
12/04/2013 (10:53 pm)
" For some reason now client takes about 3 minutes to load datablocks"try with higher value for this fields:
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "450";
#48
I'll get a console.log for you guys as soon as I can, I'm just having my morning tea it's a bit early for linux :P
12/05/2013 (8:45 am)
@ ahsan: I don't suspect that will help. The datablocks are not actually sent when it's a local client. They're just packed up, unpacked and loaded. Also, before installing the beta driver the datablocks would load at normal speed but then crash when it finished loading. So if I had to take a guess I'd say there's a hold up in the loading of a material/resource when the datablocks are read. I'll get a console.log for you guys as soon as I can, I'm just having my morning tea it's a bit early for linux :P
#49
I think we need more information on how to compile on Linux, and report bugs. I'll spend some time on improving the wiki project with useful information.
The following week Linux roadmap:
Thanks to the donations I can devote more time to the project and speedup development.
12/05/2013 (9:31 am)
Thanks to the donations I can spend one more day to the project.I think we need more information on how to compile on Linux, and report bugs. I'll spend some time on improving the wiki project with useful information.
The following week Linux roadmap:
- The second mouse button is received as the first
- Editor tools do not work
- Fix php project generator problems
- Investigate some problems presented in the forum
Thanks to the donations I can devote more time to the project and speedup development.
#50
First of all thank you for the time you have dedicated to test and report an issue.
Add a new issue in Github and explaing the process. Will be added to the wiki to help others to compile Torque3D on Linux.
If you report an issue, please include the following information:
12/06/2013 (4:48 am)
Updated header post and Github project wikiFirst of all thank you for the time you have dedicated to test and report an issue.
Compiling Torque on other Linux OS
If you've compiled Torque3D in any version of Linux that is not listed in the wiki would be interesting to hear about your experience.Add a new issue in Github and explaing the process. Will be added to the wiki to help others to compile Torque3D on Linux.
Reporting issues
If possible, Github is a great place to post issues.If you report an issue, please include the following information:
- SO with number version and 32/64bit.
- Graphic card and driver version.
- Add the appropriate Tags.
- Explanation on how to reproduce the issue.
- If errors in console log, include a copy of console.log.
- If visual errors, include a screenshot.
- If errors on compilation:
- Compiler and version.
- Fullpath for Torque3D instalation.
- Include link to archive with project files (makefiles or Code::Blocks).
- A log with errors during compiler.
#51
"GLSL optimizer
http://aras-p.info/blog/2010/09/29/glsl-optimizer/
A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on.
This GLSL optimizer is made for Unity's purposes and is built-in in Unity 3 and later.
Almost all actual code is Mesa 3D's GLSL compiler"
https://github.com/Unity-Technologies/glsl-optimizer
12/09/2013 (6:09 pm)
for a future consideration: "GLSL optimizer
http://aras-p.info/blog/2010/09/29/glsl-optimizer/
A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on.
This GLSL optimizer is made for Unity's purposes and is built-in in Unity 3 and later.
Almost all actual code is Mesa 3D's GLSL compiler"
https://github.com/Unity-Technologies/glsl-optimizer
#52
12/10/2013 (5:46 am)
@Luis: What version of Torque 3D is this based on?
#53
@Quinton, sorry i forgot to add this info. It's based in T3D 3.0 development (somewhere between 3.0 and 3.5). I'll update to 3.5 when the OpenGL port is finished.
Added version info to header post.
12/10/2013 (7:25 am)
@ahsan, GLSL optimizer seems to target mobile platforms with bad optimizers. But added a benchmark in my ToDo list, to see if we would be useful. thx :D@Quinton, sorry i forgot to add this info. It's based in T3D 3.0 development (somewhere between 3.0 and 3.5). I'll update to 3.5 when the OpenGL port is finished.
Added version info to header post.
#54
Added to wiki info about Code::Blocks false compilation errors
The next few weeks I will focus on finishing the OpenGL port for update the branch to Torque3D 3.5
12/11/2013 (6:14 am)
New update on Github github.com/LuisAntonRebollo/Torque3D/tree/dev_linux_opengl:- Linux Fix: Filepath "tools/editorclasses/gui/images/rollout" is valid but noCase.
- Project Generator Fix Warning: It is not safe to rely on the system's timezone settings.
- Linux Fix: Mouse double-click does not work.
- Linux: Changed MenuBar "not implemented" AssertFatal to AssertWarn
- Linux Fix: Text files has eol CRLF(Windows)
- Linux Fix: All mouse button events are triggered as first mouse button.
- Update project generator for PHP5.5, based on asmaloney work on https://github.com/asmaloney/Torque3D
Added to wiki info about Code::Blocks false compilation errors
Quote:
Code::Blocks treats #pragma message as errors, but compilation is correct.
If you build again (without clean), you'll see that you do not appear any of those errors.
The next few weeks I will focus on finishing the OpenGL port for update the branch to Torque3D 3.5
#55
12/16/2013 (4:34 am)
I'm having trouble getting a 1000GB HDD to test the engine in SteamOS :(
#56
Here you go. http://store.steampowered.com/steamos/buildyourown
12/16/2013 (4:09 pm)
@Luis - You do not need a 1TB Hard Drive from what I understand you only need a 500GB hard drive.Here you go. http://store.steampowered.com/steamos/buildyourown
#58
When i use Make i got this.
make clean
make: *** No rule to make target `clean'. Stop.
and make -f Full.makefile release ends with this
../../../../Engine/source/shaderGen/GLSL/shaderCompGLSL.h:45:66: error: expected ‘;’ at end of member declaration
compilation terminated due to -Wfatal-errors.
make: *** [Release/Full/shaderGen/GLSL/shaderCompGLSL.cpp.o] Error 1
With Code Block also imposible get it compile. Here is error logs.
https://dl.dropboxusercontent.com/u/398866/Build%20log
https://dl.dropboxusercontent.com/u/398866/Build%20messages
01/15/2014 (5:12 am)
Hello. Can someone explain how to compile it in detail.When i use Make i got this.
make clean
make: *** No rule to make target `clean'. Stop.
and make -f Full.makefile release ends with this
../../../../Engine/source/shaderGen/GLSL/shaderCompGLSL.h:45:66: error: expected ‘;’ at end of member declaration
compilation terminated due to -Wfatal-errors.
make: *** [Release/Full/shaderGen/GLSL/shaderCompGLSL.cpp.o] Error 1
With Code Block also imposible get it compile. Here is error logs.
https://dl.dropboxusercontent.com/u/398866/Build%20log
https://dl.dropboxusercontent.com/u/398866/Build%20messages
#59
All T3D code is safe in an external repository, but I need time to install everything. I have prepared a new update but will be delayed a bit.
@ Ritvars, this month I've been working on the OpenGL part and I have not tested the changes on Linux, sorry. I have verified that the new update works correctly in Ubuntu.
01/16/2014 (7:20 am)
My old HDD is dead.All T3D code is safe in an external repository, but I need time to install everything. I have prepared a new update but will be delayed a bit.
@ Ritvars, this month I've been working on the OpenGL part and I have not tested the changes on Linux, sorry. I have verified that the new update works correctly in Ubuntu.
#60
Unlucky Luis, but thanks for the reminder. Have a beer on me. ;)
01/16/2014 (4:09 pm)
Remembers that he hasn't backed up in a while ... decides to rectify that ...Unlucky Luis, but thanks for the reminder. Have a beer on me. ;)
Andrew Mac
http://pastebin.com/raw.php?i=HTbtXBu7
It seems to load up empty room fine but I don't have any mouse control, then when I click it immediately closes. Nothing relevant in the log just more shader related errors.