Jeff Post | 1 Aug 2010 21:19

Re: new, tiny, modest game

On Sunday 01 August 2010 10:35, Nikola Whallon wrote:
> Hello, I am finally going to make a finished game (with SDL and
> OpenGL), but I would like a bit of feedback. It is an "arcade" game
> where you are a ship and you are trying to fly to a destination planet
> before your fuel runs out. Here is a tiny demo:
>
> http://www.theoctoroks.com/gravity/downloads/
>
On CentOS it segfaults with SIGFPE Arithmetic exception. The gdb backtrace 
indicates it's in _mesa_init_all_x86_transform_asm at x86/common_X86.c:233

I have no idea what that means and no time to debug it, but thought you'd like 
to know.

Jeff
Donny Viszneki | 4 Aug 2010 02:35
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Re: new, tiny, modest game

On Sun, Aug 1, 2010 at 3:19 PM, Jeff Post <j_post <at> pacbell.net> wrote:
> On CentOS it segfaults with SIGFPE Arithmetic exception. The gdb backtrace
> indicates it's in _mesa_init_all_x86_transform_asm at x86/common_X86.c:233
>
> I have no idea what that means and no time to debug it, but thought you'd like
> to know.

This will take just a moment:

http://www.ttyshare.com/rec/nobodyspecial/105220170/

--

-- 
http://codebad.com/
Saturn Almighty | 4 Aug 2010 03:05
Picon

Re: new, tiny, modest game

Actually, I have the path to the resources #ifdef'd for __APPLE__ and __linux__, but not for CentOS (which I'm unfamiliar with). So its likely that the problem is as simple as that, and the resources path isn't set correctly. I really do need to make a command line argument to give the game the path, or some other solution.

On Tue, Aug 3, 2010 at 8:35 PM, Donny Viszneki <donny.viszneki <at> gmail.com> wrote:
On Sun, Aug 1, 2010 at 3:19 PM, Jeff Post <j_post <at> pacbell.net> wrote:
> On CentOS it segfaults with SIGFPE Arithmetic exception. The gdb backtrace
> indicates it's in _mesa_init_all_x86_transform_asm at x86/common_X86.c:233
>
> I have no idea what that means and no time to debug it, but thought you'd like
> to know.

This will take just a moment:

http://www.ttyshare.com/rec/nobodyspecial/105220170/

--
http://codebad.com/
_______________________________________________
SDL mailing list
SDL <at> lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

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Jeff Post | 4 Aug 2010 03:59

Re: new, tiny, modest game

On Tuesday 03 August 2010 18:05, Saturn Almighty wrote:
> Actually, I have the path to the resources #ifdef'd for __APPLE__ and
> __linux__, but not for CentOS (which I'm unfamiliar with). So its likely
> that the problem is as simple as that, and the resources path isn't set
> correctly. I really do need to make a command line argument to give the
> game the path, or some other solution.
>

CentOS is the F/OSS version of Red Hat Enterprise Linux. If your path to 
resources works on Linux, it should work with CentOS. If I can find a little 
time, I'll look into what's happening with setting the resource path.

Has anyone tried it with Fedora?

Jeff
Alokin Nollahwe | 12 Aug 2010 03:59
Picon

Re: new, tiny, modest game

I have a friend with Fedora, and I use Red Hat on one of my computers,
I will try it out on them.

I just had finals (summer class, roar), and will now be programming
and working on this game more until the end of August. My goal is to
get maybe 5 decently fun levels, a minimap, and just a few other small
features, as well as lots of better programming by then. So hopefully
I'll have another more fun update by the end of the month.

Thanks a lot for your feedback everyone,
Nikola

On Tue, Aug 3, 2010 at 9:59 PM, Jeff Post <j_post <at> pacbell.net> wrote:
> On Tuesday 03 August 2010 18:05, Saturn Almighty wrote:
>> Actually, I have the path to the resources #ifdef'd for __APPLE__ and
>> __linux__, but not for CentOS (which I'm unfamiliar with). So its likely
>> that the problem is as simple as that, and the resources path isn't set
>> correctly. I really do need to make a command line argument to give the
>> game the path, or some other solution.
>>
>
> CentOS is the F/OSS version of Red Hat Enterprise Linux. If your path to
> resources works on Linux, it should work with CentOS. If I can find a little
> time, I'll look into what's happening with setting the resource path.
>
> Has anyone tried it with Fedora?
>
> Jeff
> _______________________________________________
> SDL mailing list
> SDL <at> lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>
Jeff Post | 12 Aug 2010 07:23

Re: new, tiny, modest game

On Wednesday 11 August 2010 18:59, Alokin Nollahwe wrote:
> I have a friend with Fedora, and I use Red Hat on one of my computers,
> I will try it out on them.
>
Thanks. I look forward to trying out your game.

Jeff
Nikola Whallon | 17 Aug 2010 01:34
Picon

Re: new, tiny, modest game

Question:

When loading images, I have a nice function in ImageObject that does  
that for everything, but I call it all over the places (for example,  
in the functions initShip, initPlanet, etc, each one loads its image).  
This makes quitting after checking if the image loaded properly rather  
difficult. Is it smarter to load all my textures at the beginning of  
execution? And have my main.cpp look more like:

initSDL()
initOpenGL()
loadTextures()

statemachine{}

?

Thanks,
saturn
Donny Viszneki | 17 Aug 2010 04:21
Picon

Re: new, tiny, modest game

On Sun, Aug 1, 2010 at 1:35 PM, Nikola Whallon <6.saturn.6 <at> gmail.com> wrote:
> Here is a tiny demo:
>
> http://www.theoctoroks.com/gravity/downloads/

Hey great start! I especially like how you cannot directly escape the
planetoid's gravity and must reach escape velocity gradually with a
suborbital trajectory! There must be a bug though because once I fell
through the planet.

Some observations about your gravity_linux.tar archive...

gzip your tar archives!

If you already have a tar file, just use "gzip archive.tar" and it
will become "archive.tar.gz"

You can automatically gzip your tars with "tar czf archive.tar.gz <files>"

You can automatically ungzip your tars with "tar xzf archive.tar.gz"

You also have your entire Subversion repository in there! Yikes!

I also notice an extra file that doesn't belong called ._gravity_linux in there.

Generating dependencies automatically is important to prevent from
making unneeded updates to a Makefile and creating a more error prone
development process. Learn how here:

http://mad-scientist.net/make/autodep.html

On Mon, Aug 16, 2010 at 7:34 PM, Nikola Whallon <6.saturn.6 <at> gmail.com> wrote:
> When loading images, I have a nice function in ImageObject that does that
> for everything, but I call it all over the places (for example, in the
> functions initShip, initPlanet, etc, each one loads its image). This makes
> quitting after checking if the image loaded properly rather difficult. Is it
> smarter to load all my textures at the beginning of execution?

Right now your game appears to have only one object per image, but if
that is not the case, it is important to abstract image loading away
from image referencing. So when an object asks the image API to use an
image, that image should only be loaded at that time if it is not
already loaded!

--

-- 
http://codebad.com/
Saturn Almighty | 22 Aug 2010 06:54
Picon

Re: new, tiny, modest game

Right now it isn't written that well, and each object does carry its own image. If I separate the actual images (GLuint's), should each object then have some sort of reference to what image it wants? (Then again, aren't GLuint's just references to arrays of image data? I don't know if that is relevant).


It will probably be a big project to code this better, but it will also be good experience and I can slowly creep away from n00b-iness.

Thanks a lot,
Nikola

On Mon, Aug 16, 2010 at 10:21 PM, Donny Viszneki <donny.viszneki <at> gmail.com> wrote:
On Sun, Aug 1, 2010 at 1:35 PM, Nikola Whallon <6.saturn.6 <at> gmail.com> wrote:
> Here is a tiny demo:
>
> http://www.theoctoroks.com/gravity/downloads/

Hey great start! I especially like how you cannot directly escape the
planetoid's gravity and must reach escape velocity gradually with a
suborbital trajectory! There must be a bug though because once I fell
through the planet.

Some observations about your gravity_linux.tar archive...

gzip your tar archives!

If you already have a tar file, just use "gzip archive.tar" and it
will become "archive.tar.gz"

You can automatically gzip your tars with "tar czf archive.tar.gz <files>"

You can automatically ungzip your tars with "tar xzf archive.tar.gz"

You also have your entire Subversion repository in there! Yikes!

I also notice an extra file that doesn't belong called ._gravity_linux in there.

Generating dependencies automatically is important to prevent from
making unneeded updates to a Makefile and creating a more error prone
development process. Learn how here:

http://mad-scientist.net/make/autodep.html

On Mon, Aug 16, 2010 at 7:34 PM, Nikola Whallon <6.saturn.6 <at> gmail.com> wrote:
> When loading images, I have a nice function in ImageObject that does that
> for everything, but I call it all over the places (for example, in the
> functions initShip, initPlanet, etc, each one loads its image). This makes
> quitting after checking if the image loaded properly rather difficult. Is it
> smarter to load all my textures at the beginning of execution?

Right now your game appears to have only one object per image, but if
that is not the case, it is important to abstract image loading away
from image referencing. So when an object asks the image API to use an
image, that image should only be loaded at that time if it is not
already loaded!

--
http://codebad.com/
_______________________________________________
SDL mailing list
SDL <at> lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

_______________________________________________
SDL mailing list
SDL <at> lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Donny Viszneki | 22 Aug 2010 07:17
Picon

Re: new, tiny, modest game

IIRC I was only that an image should not be loaded more than once
unless you have a good reason to unload it first

On Sun, Aug 22, 2010 at 12:54 AM, Saturn Almighty <6.saturn.6 <at> gmail.com> wrote:
> Right now it isn't written that well, and each object does carry its own
> image. If I separate the actual images (GLuint's), should each object then
> have some sort of reference to what image it wants? (Then again, aren't
> GLuint's just references to arrays of image data? I don't know if that is
> relevant).
> It will probably be a big project to code this better, but it will also be
> good experience and I can slowly creep away from n00b-iness.
> Thanks a lot,
> Nikola
>
> On Mon, Aug 16, 2010 at 10:21 PM, Donny Viszneki <donny.viszneki <at> gmail.com>
> wrote:
>>
>> On Sun, Aug 1, 2010 at 1:35 PM, Nikola Whallon <6.saturn.6 <at> gmail.com>
>> wrote:
>> > Here is a tiny demo:
>> >
>> > http://www.theoctoroks.com/gravity/downloads/
>>
>> Hey great start! I especially like how you cannot directly escape the
>> planetoid's gravity and must reach escape velocity gradually with a
>> suborbital trajectory! There must be a bug though because once I fell
>> through the planet.
>>
>> Some observations about your gravity_linux.tar archive...
>>
>> gzip your tar archives!
>>
>> If you already have a tar file, just use "gzip archive.tar" and it
>> will become "archive.tar.gz"
>>
>> You can automatically gzip your tars with "tar czf archive.tar.gz <files>"
>>
>> You can automatically ungzip your tars with "tar xzf archive.tar.gz"
>>
>> You also have your entire Subversion repository in there! Yikes!
>>
>> I also notice an extra file that doesn't belong called ._gravity_linux in
>> there.
>>
>> Generating dependencies automatically is important to prevent from
>> making unneeded updates to a Makefile and creating a more error prone
>> development process. Learn how here:
>>
>> http://mad-scientist.net/make/autodep.html
>>
>> On Mon, Aug 16, 2010 at 7:34 PM, Nikola Whallon <6.saturn.6 <at> gmail.com>
>> wrote:
>> > When loading images, I have a nice function in ImageObject that does
>> > that
>> > for everything, but I call it all over the places (for example, in the
>> > functions initShip, initPlanet, etc, each one loads its image). This
>> > makes
>> > quitting after checking if the image loaded properly rather difficult.
>> > Is it
>> > smarter to load all my textures at the beginning of execution?
>>
>> Right now your game appears to have only one object per image, but if
>> that is not the case, it is important to abstract image loading away
>> from image referencing. So when an object asks the image API to use an
>> image, that image should only be loaded at that time if it is not
>> already loaded!
>>
>> --
>> http://codebad.com/
>> _______________________________________________
>> SDL mailing list
>> SDL <at> lists.libsdl.org
>> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>
>
> _______________________________________________
> SDL mailing list
> SDL <at> lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>
>

--

-- 
http://codebad.com/
Jeff Post | 4 Aug 2010 03:56

Re: new, tiny, modest game

On Tuesday 03 August 2010 17:35, Donny Viszneki wrote:
> On Sun, Aug 1, 2010 at 3:19 PM, Jeff Post <j_post <at> pacbell.net> wrote:
> > On CentOS it segfaults with SIGFPE Arithmetic exception. The gdb
> > backtrace indicates it's in _mesa_init_all_x86_transform_asm at
> > x86/common_X86.c:233
> >
> > I have no idea what that means and no time to debug it, but thought you'd
> > like to know.
>
> This will take just a moment:
>
> http://www.ttyshare.com/rec/nobodyspecial/105220170/

There is no video at that URL. I tried to reply to your original post with a 
screen shot of the web site, but it was rejected as being too long.

And I know how to do a backtrace and analyze it, but I just don't have the 
time now.

Jeff

Gmane