Game Development Community

ModernizationKit Beta (Mac)

by Alex Scarborough · in Torque Game Engine · 01/29/2007 (11:15 pm) · 54 replies

THIS THREAD IS NO LONGER IN USE, THANK YOU FOR YOUR COMMENTS. The official Modernization Kit thread can be found here

Let's stir things up a bit. (Please don't hurt me GG)

farm1.static.flickr.com/177/374234950_f5215e3da7.jpg

So, as some of you know, I've been working on adding crossplatform shaders to TGE for the past, oh, nine months or so. And about six months ago I scrapped all of my work and started over from scratch, making it easy to use, easy to integrate, and flexible.

Well, earlier today I hit my feature list for 0.8, cleaned up some dead code and thought that it would be really awesome if someone could go through, make sure it installs correctly, and try it out on their computer. And, as a mac dev, I only have a mac version. And oddly, 0.8 is listed as the first scheduled public release.

Anyone want to test it?

If you do, you can download the full source code, including all modified TGE files, all modified script files, and all shaders (there are quite a few) HERE!

[b]Current version is: v0006 released 2-25-07


This is for TGE 1.5 ONLY!

username = torqueUser
password = tMK60152

Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs!

I can't guarantee this code will work, or even compile, on anything other than my personal computer!(eMac 1.42 GHz G4, Radeon 9600, 2GB RAM, Mac OS 10.4.8 for those of you who were interested.) Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!

A word on system requirements: You MUST have the latest version of Mac OS 10.4. You also MUST have a Radeon 7200 or better. Any attempt to compile or use this code on other configurations will quite probably result in a crash. Not that it won't crash anyways.

Also, you need to have the latest XCode developer tools installed, but I kinda assume everyone here has done that.

Now then, this isn't quite everything you need to get started. First of all, you should go here to download and install the Cg toolkit. You'll also need to copy the Cg.framework ( you'll find it in /Library/Frameworks/) bundle and place it in /lib/cg/macosx, which is where the bundled project file tries to find it.

If you don't want to deal with that, you'll have to get a little cozy with the project file to remove the references to the Cg.framework. You should also comment out #define SHADER_MANAGER_USE_CG at the beginning of mkShaderManager.h.

continued next post, silly character limit...
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#1
01/29/2007 (11:16 pm)
If you encounter any bugs (my definition of "bug" is rather liberal. Code that could be cleaned up, incorrect documentation, things that just don't "seem" right, etc. are all bugs) PLEASE send an email to golantrevize AT comcast DOT net with the subject "MK Bug", a description of the bug, and, if applicable, your system configuration (CPU, GPU, RAM, model, etc.) and if at all possible a recording which causes the bug. If you just post a bug report here, chances are I won't get to it. Sorry, that's just the way things are.

If you would like to know when the latest version of the code is up, as I will be updating it periodically with bug fixes (sorry, I don't have a nice SVN server, that costs $$$), send an email to golantrevize AT comcast DOT net with the subject "MK Mailing list" and I will be sure to let you know when any updates are made.

Just so we're all clear on this, there is no nice "getting started" guide (yet). You're pretty much on your own. You can get in touch with me if you need assistance, but whether or not I can offer any is variable.

Best of luck, and I hope you get some good use, pretty screenshots, or fun out of this code!

edit: Okay, I'll be nice. Have some docs.
#2
01/30/2007 (3:24 am)
Thanks Alex, this sounds very cool.
I'm not running the latest OS at work so I'll wait until I get home to give this a go. I'll let you know how I make out.

Cheers!

:)
#3
01/30/2007 (4:15 am)
My mac-oriented coworker will love this.

Hey Alex, how about writing an OpenGL GFX layer for TGEA one of these days, heh? You seem to be the most knowledgeable person in Torque+GLSL around this forums. ;)
#4
01/30/2007 (4:37 am)
Quick note: when I installed the NVIDIA Cg stuff, it put it in /Library/Frameworks/, not /System/Library/Frameworks/
#5
01/30/2007 (4:52 am)
Beware that Nvidia named it "Cg" on the Mac, instead of "cg"... Os X is case sensitive.
not sure Alex did considered this. I'll give it a try soon.
#6
01/30/2007 (5:01 am)
What Manoel said :)
#7
01/30/2007 (7:56 am)
@Andy: Huh. I found Cg.framework in System/Library/Frameworks when I was writing that up, I guess it's possible that i moved it there. Changed the instructions!

@Stephan: Yes, I took case sensitivity into account. As said, Mac dev. If I hadn't, it wouldn't have worked.

@Manoel/Stefan: Eww.... GFX. It won't be so much writing an OpenGL layer as modifying GFX until an OpenGL layer is possible.
#8
01/30/2007 (10:48 am)
Just kidding. I'm aware that the way things are right now, it isn't possible to just write in a new API layer without modifying the GFX itself, due to the fundamental differences between HLSL and GLSL. The shaderGen is also a problem, since it isn't API-aware. The best approach would be waiting the next OpenGL version before attempting anything that drastic.
#9
01/30/2007 (5:16 pm)
@All three of you who have downloaded this: There's a new version up! In addition to some fixes pertaining to saving and loading preferences, and some more detailed error messages, it also compiles, links, and runs a release build out of the box now! Thanks to asmaloney (Andy) for reporting a little bug in mkInit.cpp which broke the release build.

Also, the new version includes a changes file, so you know what's been changed (always hand) and a getting started guide so you can actually see the pretty without having to dig through all the console functions and figure out how you make it work.
#10
01/30/2007 (5:56 pm)
Sweet...nice work, Alex! I'll definitely be checking this out.
#11
01/30/2007 (6:02 pm)
Before:
i153.photobucket.com/albums/s209/asm_bucket/MK_Before1.png
After:
i153.photobucket.com/albums/s209/asm_bucket/MK_After1.png
Before:
i153.photobucket.com/albums/s209/asm_bucket/MK_Before2.png
After:
i153.photobucket.com/albums/s209/asm_bucket/MK_After2.png
Before:
i153.photobucket.com/albums/s209/asm_bucket/MK_Before3.png
After:
i153.photobucket.com/albums/s209/asm_bucket/MK_After3.png
#12
01/30/2007 (6:05 pm)
Whoa.
#13
01/30/2007 (6:19 pm)
Perrrfect! I have been looking for a shader water resource so I can update my content pakcs for 1.5

Andy, thanks for the picks. Alex, you rock!
#14
01/30/2007 (11:06 pm)
Alex Scarborough++
#15
01/31/2007 (1:35 am)
I run into an error a missing link here: #include "testing/cppunit/extensions/HelperMacros.h"

I followed the cppunit's installation procedure using this:
./configure --disable-dependency-tracking CXXFLAGS="-arch ppc -arch i386 -gdwarf-2 -O2"

The following line reported nothing special:
make AM_LDFLAGS="-XCClinker -arch -XCClinker ppc -XCClinker -arch -XCClinker i386"

and finally performed:
make install
I encoutered problems as I always run in a non admin mode and had to perform a:
sudo make install

I personally prefer to have the framework in lib/xiph/macosx/ instead.

Any help appreciated. 8-)

Edit: forget it. I'm a bummer. I forgot to copy a folder in the SDK folder. 8-/
#16
01/31/2007 (5:45 am)
All I can say is sweet. Thank you, sir!
#17
01/31/2007 (8:22 am)
Water water everywhere:

i153.photobucket.com/albums/s209/asm_bucket/play.png
Stronghold + water normal map - no DRL.
#18
01/31/2007 (8:35 am)
Nice pic Andy.

...so help me with my seriously non tech brain here. Are you saying that this currently only works for Mac?
#19
01/31/2007 (8:44 am)
It should run on Windows, but someone needs to try it and work with Alex to fix any issues. It looks like it requires a couple of changes to the platform-specific GL code, but it can probably be copied almost directly from the Mac stuff.
#20
01/31/2007 (9:35 am)
Just a quick FYI, I've already begun porting this to Win32. Linux is next on the list.

Of course I'll post the necessary changes etc.
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