Ogre3D / Okra Update
I can only hope the API will have settled down before I return to using Ogre.
Labels: common-lisp, lisp, ogre, okra
irregular rants and mind-farts
Labels: common-lisp, lisp, ogre, okra
I have made very little progress since the last report, mainly due to the little time that was available to me. Only two things were done:
In the short term I will not work on ETOTP anymore but perhaps for ILGE 2011 or another challenge or expo I'll continue where I left off.
si:toplevel) so one can interactively play with a 3D scene. Since it's just a plain CL one can load extra packages and perhaps start Slime.The source code and the Windows binary are available here
http://www.aerique.net/software/etotp/.
I have not given the source code its separate GitHub repository since it will be added to Okra.
ECL (10.4.1) configured "–with-cxx". (Feel free to try without it, I haven't.)
Debian: libogre-dev libois-dev ogre-plugins-cgprogrammanager
I develop on Linux but the build is checked and tested on Windows using MinGW and MSYS. Either MSYS 1.10 or 1.11 was used, it doesn't really matter. The MinGW release that was used is TDM-GCC 4.4.1 but I see there's a 4.5.0 release out now.
Ogre SDK 1.6.1 for MinGW (there's no later 1.6.x SDK for MinGW). You can try the 1.7.x SDK for MinGW since the Ogre API is pretty stable, but I can make no guarantees that it will work.
Since the last report I've added: a controllable spaceship, bullets, tentacles and I made an unsuccessful attempt at producing a Linux binary.
For the controls I use the OIS library. I was already familiar with this due to my clois-lane library. The controls work but don't feel quite right yet and need some minor adjustments.
Adding bullets was straightforward. The most time was put into the tentacles and the attempt at making a statically linked Linux binary.
The tentacles are Ogre prefab cubes plot along a Bézier curve. The P1 and P2 control points and the P3 end point are assigned a new x,y,z coordinate each frame. This coordinate is picked by walking through 3D Perlin noise with a random movement vector for each point. (The vector was created randomly at creation time, it's stays the same from frame to frame.)
The code is a huge mess by now and it is getting in the way. Next priority should be a clean-up.
The code for the latest version isn't available yet since it is a horrible mess. Keep watching http://www.aerique.net/software/etotp/ (not up yet) if you're interested.
ECL (10.4.1) configured "–with-cxx". (Feel free to try without it, I haven't.)
Debian: libogre-dev libois-dev ogre-plugins-cgprogrammanager
I've finally managed to scramble together a good couple of hours to work on my ILGE 2010 entry. At this rate it will be doubtful whether I'll have a minimal game by the end of this month :-(
The first item that can be checked off the to-do list: rolling terrain. The video is low quality and stutters but this is due to me using sub-optimal software to capture my desktop. The program actually runs very smoothly on both systems I've ran it on (a Samsung NC10 netbook and an Intel P4 2.8Ghz desktop).
The video shows the planet on which this game is played. It is a standard heightfield created using Perlin Noise (with the CL Black Tie library) which keeps scrolling down endlessly until the player dies.
Explore the usability of Ogre and C++ from Embeddable Common Lisp (ECL) using functionality specific to ECL as opposed to using the CFFI approach used by Okra. (Since Okra's CFFI approach needs to compile a small C wrapper library to access Ogre's C++ functions anyway.)
I will be ignoring any licensing issues that might come with releasing a binary that's statically linked to ECL and Ogre for now.
My development environment is Debian Linux. Testing will also be done on Windows (Vista unfortunately) in the future but that hasn't happened yet.
ECL has been compiled by myself but Ogre and OIS have been installed using Debian's package manager (you need libogre-dev and libois-dev).
I have not used Ogre 1.7.x yet but since Ogre's API has been pretty stable in the past it might just work without any changes.
In chronological order:
Don't know when:
The code is not pretty but available here: http://www.aerique.net/software/etotp/etotp-20100713.tar.gz
I'm slowly moving from using global variables to stuffing everything into a scene-class instance so that will account for any duplication you might see.