Game Development Community

Torque3D Linux Status

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

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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:

  • github.com/BeamNG/Torque3D/tree/dev_linux_opengl

  • How to compile

  • dl.dropboxusercontent.com/u/28887086/T3D%20CMake%20docs/mdwiki.html#!index.md

  • 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?


    Reporting bugs:

    If possible, Github is a great place to post issues to a forum.
    I appreciate any donation to help the project. https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif.
    #101
    02/18/2014 (3:02 am)
    Currently only Make and Codeblocks. In the future it may be added others.
    #102
    02/18/2014 (3:14 am)
    +1 for QT Creator, personally i think it's a much nicer IDE than codeblocks.
    #103
    02/18/2014 (3:53 am)
    CMake files would give us compatibility with Qt creator, right? I'm thinking hard about trying to update the CMake work that was done with the engine previously. Would be great to have when other platforms are first-class citizens.
    #104
    02/18/2014 (3:59 am)
    +1000 for CMake. Yep Qt Creator supports CMake projects natively. The whole project generation could certainly do with an overhaul and CMake support would be perfect.
    #105
    02/18/2014 (3:31 pm)
    Luis: do you think we could consider using modern versions of flex/bison if we had a comprehensive suite of unit tests for TS language features? That would also enable us to make changes to the grammar and so on with confidence.
    #106
    02/18/2014 (5:47 pm)
    Took a dive into OSX last night. After working out some compiler issues with Mavericks, I got our game compiled and built. Then I had to fix the really old font code in there (I basically forced the newer T2D font code in) and I got this so far:
    www.playmech.com/images/DHMacFirstCompile.png
    Still got more issues to work out. Ill keep you guys updated with fixes as I make them. Ill send the font code changes once Ive had a chance to clean them up.

    -Tim
    #107
    02/18/2014 (5:56 pm)
    Great to see all this progress on Linux and OS X!
    And good thinking, porting the updated font code from T2D over.

    When it gets stable enough to need other OS X testers, let me know ...
    #108
    02/18/2014 (6:29 pm)
    This is awesome news! Perhaps I am jumping the gun looking at other engines...

    Thanks for sharing!
    #109
    02/18/2014 (6:39 pm)
    @Tim did you happen to try advanced lighting on osx?

    https://github.com/LuisAntonRebollo/Torque3D/issues/32

    This is what our engine looks like on osx advanced lighting at the moment.
    #110
    02/18/2014 (7:19 pm)
    The shot above is advanced lighting. The trees in the level though look crazy like that though. Maybe its a buffer issue. Ill let you know if i come up with a fix.
    #111
    02/18/2014 (7:29 pm)
    Okay, thanks Tim, the same here too if we come up with a fix.
    #112
    02/19/2014 (3:33 am)
    @Daniel, a unit test for TorqueScript could be very useful and would make it possible to modify it with much more safe.

    @CMake, is something the committee will have to talk.

    @Tim, it's nice to see that all the work starts to count for something :D

    I think it's better to move the discussion on OSX its own thread Torque3D OSX Status
    #113
    02/19/2014 (3:56 am)
    Will do Luis, I actually looked for that thread when I went to add the comments I made about OSX but did not see one. I am guessing it was buried pretty deep.
    #114
    02/22/2014 (5:33 am)
    Thanks for sound.

    Release/Full/sfx/openal/sfxALProvider.cpp.o: In function `SFXALProvider::init()':
    sfxALProvider.cpp:(.text+0x148): undefined reference to `LoadOAL10Library(char*, OPENALFNTABLE*)'
    Release/Full/sfx/openal/sfxALProvider.cpp.o: In function `SFXALProvider::~SFXALProvider()':
    sfxALProvider.cpp:(.text+0x4f1): undefined reference to `UnloadOAL10Library()'
    collect2: ld returned 1 exit status
    make: *** [../../game/Full] Error 1
    #115
    02/22/2014 (7:48 am)
    1 step was missed when adding my audio fix to the repo.

    This file is missing from the repo. It needs to be downloaded, untared, and put in sfx/openal/linux folder. Then it needs to be added to the project files.

    http://www.playmech.com/LoadOAL.linux.cpp.tar.gz

    -Tim
    #116
    02/23/2014 (1:44 am)
    Thanks Tim. Now it works.
    #117
    02/23/2014 (3:22 am)
    Sorry guys :(

    Tomorrow I'll fix it
    #118
    02/25/2014 (10:50 am)
    I started working fulltime with BeamNG to make T3D multiplatform.

    More info in blog: Torque3D is going multiplatform, thanks to BeamNG

    Development moved to github.com/BeamNG/Torque3D/tree/dev_linux_opengl
    #119
    03/05/2014 (10:44 am)
    Here is a patch file of the changes needed to fix a crash with opengl on linux for sure (didnt seem to affect mac, but it might affect windows since i havent tried). It happens when the game generates imposters.

    http://www.playmech.com/imposterfix.txt

    -Tim
    #120
    03/07/2014 (3:20 pm)
    A new update of OpenGL.

    Sorry to say I have not had time to test the changes in Linux. For now we are focusing on finishing the job of OpenGL.

    @Tim, thanks for your contributions to help with the project :D