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PostPosted: Fri Apr 19, 2013 2:07 am 
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Here are all the reasons why it is never a good step to try to build the engine by ourself: it is several days of work plus worry and sometimes we never success at all. If we (users) enter inside this trap, we then do not have time to code what we want with the given engine.
MadBit : have you tried to change the order of the libs, there are perhaps dependancies and order matters ?
Kind regards
S.


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PostPosted: Fri Apr 19, 2013 7:57 am 
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Of course it's nice to have a pre-compiled library but I don't know why you all have so much problems by using the SPE with MinGW.
So in that case compiling the engine by yourself is a good idea. Or do you have a better one?
When programming C++ that will hapen more often to you. There are lot of libraries which even have no pre-compiled versions.
So this is never a bad idea ;)

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PostPosted: Sat Apr 20, 2013 6:55 pm 
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MadBit has now lost few days and he seems he has still not succeeded.
Doing something where :
- the probability of success is low
and
- the probably to loose maximum of time is high
is logically not a good idea for us who just want to use the engine, coding our own project and not dealing with the third-party's internal stuff.
Moreover we now know you have a ready to use mingw environment to recompile it in few minutes.
MadBit :
- have you tried to change the order of the libs ?
- do you want me to try to help through skype ?
Skai.


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PostPosted: Wed Apr 24, 2013 6:45 am 
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Yes, i've tried change the order of the libs. But has no effect. What I do not understand is - the missing symbol is present in side 'efx-util.lib' i can see it via 'nm efx-util.lib'.

@Lukas:
What MinGW Version you using and what CodeBlocks version?
How you compile SPE? With commandline-tool (MinGW) or with Codeblocks?

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SPE 3.2 alpha (rev.119) (OpenGL), Win7, Intel E6600 2.4GHz, 6GB, nVidia GTX 560 1GB


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PostPosted: Wed Apr 24, 2013 6:50 am 
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I compile it with Code::Blocks (latest version) and MinGW 4.7.1 (latest version, too).
If you don't need the sound effects just comment the line out where this function is called.
Afaik that's only one line in the engine at the OpenAL part.
Otherwise search in the web, I'm sure there are other MinGW developers using OpenAL ;-)
BTW: Why are you using MinGW now? I thought you have used VisualC++?!

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PostPosted: Wed Apr 24, 2013 7:22 am 
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LukasBanana wrote:
BTW: Why are you using MinGW now? I thought you have used VisualC++?!

Yes. You are right. I think - if i compile the engine with MinGW then it is a small step to compile this under Linux. What I would like, sooner or later.
But my main platform is Windows with VS (now swapping from VS-2010 to VS-2012).
LukasBanana wrote:
Otherwise search in the web, I'm sure there are other MinGW developers using OpenAL ;-)

Yes, this I've already done. The Problem is not OpenAL the problem is the efx-util. And what i found is the same procedure what we do.

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SPE 3.2 alpha (rev.119) (OpenGL), Win7, Intel E6600 2.4GHz, 6GB, nVidia GTX 560 1GB


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PostPosted: Wed Apr 24, 2013 8:03 am 
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If you wanna do this to compile it anytime on Linux, then just comment the line out.
There are still some parts which are not available for Linux. For now I have no idea what the problem is with this efx-util.

Unfortunately OpenAL doesn't seem to be developed further :-(
OpenAL 1.1 is from June 2006!

I hope that anytime the Khronos Group will adapt OpenAL to its libraries such as OpenGL, OpenCL etc.

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PostPosted: Wed Apr 24, 2013 8:16 am 
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LukasBanana wrote:
If you wanna do this to compile it anytime on Linux, then just comment the line out.


Do you mean on Linux is no sound output possible?

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SPE 3.2 alpha (rev.119) (OpenGL), Win7, Intel E6600 2.4GHz, 6GB, nVidia GTX 560 1GB


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PostPosted: Wed Apr 24, 2013 8:40 am 
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With OpenAL sound output should also be possible on Linux, finally ;-)
But I never tested this on Linux. I currently have no running Linux OS on my Computers - except for Android on my Smartphone :lol:

I meant parts like dynamic-font-texture-generation which is currently only supported for MS/Windows, etc.

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PostPosted: Sat May 11, 2013 9:43 am 
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Joined: Sat May 11, 2013 8:41 am
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Hi there! I have similar problems.

I run XP, want to use SPE3.2, Code::Blocks and MinGW. I tried to compile the Physics demo and it complains about all these undefined references. So I tried to build the engine myself. First Cmake complains that it can't find Boost but that can be fixed by setting the path manually. Then however, I get:

Code:
Boost version: 1.53.0
Found Boost C++ Library
Found OpenGL Library
Could NOT find OpenCL (missing:  OPENCL_LIBRARIES OPENCL_INCLUDE_DIRS)
Missing OpenCL Library
Missing NVIDIA Cg Toolkit
Could NOT find PHYSX (missing:  PHYSX_LIBRARY PHYSX_COMMON_LIBRARY PHYSX_COOKING_LIBRARY PHYSX_PROFILE_SDK_LIBRARY PHYSX_EX_LIBRARY PHYSX_INCLUDE_DIR)
Missing NVIDIA PhysX SDK
Could NOT find OpenAL (missing:  OPENAL_LIBRARY OPENAL_EFXUTIL_LIBRARY OPENAL_INCLUDE_DIR)
Missing OpenAL Library
Could NOT find Bullet (missing:  BULLET_DYNAMICS_LIBRARY BULLET_COLLISION_LIBRARY BULLET_MATH_LIBRARY BULLET_SOFTBODY_LIBRARY BULLET_INCLUDE_DIR)
Missing Bullet Physics Engine
Could NOT find DirectX (missing:  DirectX_LIBRARIES DirectX_INCLUDE_DIRS)
Missing DirectX SDK
Configuring done


And of course, it does not build without all these libraries. And I don't want to install all of them. I also tried linking to the VS libs but then I get even more errors. Does someone have a complete dll and lib.a with everything included?

By the way: Before I tried SPE3.2, I used SPE3.1 and it worked fine without all the stuff. The only reason why I want to switch to 3.2 is because I want to have the heightfield collision of the Newton engine that is described here:

http://newtondynamics.com/wiki/index.ph ... primitives
and here
http://newtondynamics.com/wiki/index.ph ... _Collision

I hope and I want to try if this can be done via the more direct incorporation of NewtonPhysics (sp::physics::NewtonSimulator).

http://softpixelengine.sourceforge.net/ ... ysics.html

Kind regards,
Mirko


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