123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|58|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

Page : 1 2 3 4 5 6 Prev 7 8 Next 9 10 11 12 13 14
Posted : Friday, 10 November 2017, 09:47
Jayenkai
Not by choice. Default stuff.
I daren’t touch ANYTHING!!!!

-=-=-
''Load, Next List!''
Posted : Friday, 10 November 2017, 12:06
rockford
LOL. Yep -

Dialogue Box-
"Windows Breakage incoming"

"But I only turned up the volume a bit. FFS!"
Posted : Friday, 10 November 2017, 14:22
Jayenkai


There we go!!

Tomorrow I'll fiddle about with "This is an exe. When you click it, it should open!" settings, because Linux doesn't do that!!!
But otherwise, it seems to be working reasonably well.
I certainly need to make the compiling a little less painful, but otherwise things went alright, and I'm quite happy that I managed to get that working in just a day, after the sheer chaos that was trying to get Linux to bloody well run!!!

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 08:42
Jayenkai
Sorted!
Benchmark now running fine in my VirtualBox based Ubuntu.
If you're running Linux, be sure to give it a whirl.
.. But I don't think anyone here is running Linux, are they!?

I'm tempted to grab an RPi now, to see if I can get it running on there, too..

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 09:22
GfK
Bit late, but...

Jay's Magical Benchmark
-=-=-=-
Practically nothing took 5058
Added Blend Modes took 5092
Oodles of Sprites took 5009
Oodles of Alt-Blended Sprites took 5075
Boatloads of Sprites took 5094
An Insane Number of Sprites took 9934
Streaming Wave took 5052
Streaming Ogg took 5021
Fullscreen - Oodles of Sprites took 4966
Oodles of Alt-Blended Sprites took 5009
Boatloads of Sprites took 14894
An Insane Number of Sprites took 20253
Rotated Sprites took 10149
Streaming Wave took 5014
Streaming Ogg took 5003

Intel Pentium B960 @ 2.2Ghz
Shitty Intel HD GMA 2000 graphics
6GB RAM
Windows 10
Posted : Saturday, 11 November 2017, 09:33
Jayenkai
I’m guessing your fullscreen is much bigger than the windowed 800x600?
I might need to add fullscreen resolution options.. eeuuuwwww!!!!

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 09:53
GfK
Its 1366x768
Posted : Saturday, 11 November 2017, 10:14
Jayenkai
Really? Wow. That’s not an awful lot bigger.
OpenGL really is a fidgety little bugger, isn’t it!!?

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 10:25
HoboBen
On laptop "Debian GNU/Linux 8 (jessie)" (the last-but-one stable)

I had to first do `sudo apt-get install libglfw3` to fix the first error, then I got this error:

./AGAWGame: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.21' not found (required by ./AGAWGame)

Can you try statically linking libstdc++?

-=-=-

Posted : Saturday, 11 November 2017, 10:30
Jayenkai
Um. Sure!!
(*shrugs*)

RSKGames suggests I should compile with Ubuntu 32bit, so I’ll be trying that, next.
I’ll look into that at the same time.
Bloody Linux! Grrr!!!!

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 10:35
HoboBen
You can compile *for* 32 bit Linux pretty easily on Debian and Ubuntu. Look up enabling multiarch. Then you install 32 bit dependencies like "apt-get install something:386" and compile with "gcc -m32"

-=-=-

Posted : Saturday, 11 November 2017, 10:42
Jayenkai
*stares blankly at what you wrote*


.... uhuh!!

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 10:52
HoboBen
Ahhh I'm on my mobile so I can't explain properly but honestly it's easy! What are the commands you are using to compile now?

-=-=-

Posted : Saturday, 11 November 2017, 11:01
Jayenkai


What a mess!!!

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 13:40
HoboBen
Okay this works for Debian and as Ubuntu is based on Debian it *should* work.

This will let you compile 32-bit versions as well from the same 64-bit OS



-=-=-

Posted : Saturday, 11 November 2017, 14:54
Jayenkai
Thanks for that HoboBen.
.. Although, I've already installed Ubuntu32Bit, anyway
Set the thing downloaded, had a nap, then installed it.

I now have TWO Linux Virutalboxes on my system.. ARGH!!!

But it was relatively painless getting this one up and running. Simply download the iso, install into VirtualBox, then run two simple apt-get commands to download GLFW3 and OpenAL.

sudo apt-get install libglfw3-dev - for GLFW3
sudo apt-get install libalut-dev - for OpenAL

After that, copy the dev folders, run the Build.sh, and bingo.
From zero to a working test in less than a couple of hours, with a nap inbetween!

I've tweaked the build.sh to statically link the library you requested. Whether that's enough, or it'll go "I NEED MOAR!!" will be seen with a test!

Linux Benchmark Test 32Bit!

If you would, that'd be great, thanks

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 16:30
HoboBen
Flawless!!!

Sounds, fullscreen, all of it.



I did have to do this to get it working. These are the magic words to get it to run the 32-bit version on 64 bit Debian and probably Ubuntu too. (To just run it I don't need the -dev versions)



For 32 bit Debian/Ubuntu its just



NOTE -- that's OpenA, letter L, number 1, not "All"

-=-=-

Posted : Saturday, 11 November 2017, 17:04
Jayenkai
Ok, thanks, I’ll probably stick that info into an accompanying text file.
Linux, eh?!

But glad it’s getting a little bit further.

I tried Emscripten->HTML5 again, tonight. Didn’t work.. I think that’s a lost cause.

-=-=-
''Load, Next List!''
Posted : Saturday, 11 November 2017, 18:33
rskgames
After running the commands suggested by HoboBen
sudo apt-get install libglfw3 libopenal1

I was able to run the 32 bit demo executable.

Jay's Magical Benchmark
-=-=-=-
Practically nothing took 5018
Added Blend Modes took 5018
Oodles of Sprites took 5017
Oodles of Alt-Blended Sprites took 5017
Boatloads of Sprites took 5792
An Insane Number of Sprites took 10066
Streaming Wave took 5056
Streaming Ogg took 5013
Fullscreen - Oodles of Sprites took 10053
Oodles of Alt-Blended Sprites took 10035
Boatloads of Sprites took 29971
An Insane Number of Sprites took 55004
Rotated Sprites took 30265
Streaming Wave took 5171
Streaming Ogg took 5009


The machine is more than 8 year old desktop machine with a new Radeon HD5450 Graphics card (with generic drivers not much use)
CPU Intel® Core(TM)2 Duo CPU E7300 @ 2.66GHz
Posted : Saturday, 11 November 2017, 18:53
Jayenkai
Excellent.
Thanks again, HoboBen, and thanks RSKGames, too!
OK, looks like the Linux version is at least workable, and even if there may be quirks to poke and prod into submission, it's definitely good to know I can at least vaguely post Linux editions of things in the future.

Next up, iOS and Mac... Eeek!

-=-=-
''Load, Next List!''
Posted : Monday, 13 November 2017, 14:50
Jayenkai
Back to testing.

Not quite sure how OpenGL handles its draw routines, from a texture point of view, but it seems fairly well optimised when it comes to handling spritesheets.

Benchmark 2 (Windows only, for now) gives fairly interesting results.

Post benchmark results below, and tomorrow I'll explain why I think it's fascinating! (I might even make it its own thread)



-=-=-
''Load, Next List!''
Posted : Monday, 13 November 2017, 14:56
Dabz

Dabz

-=-=-
Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Posted : Monday, 13 November 2017, 15:00
Jayenkai
Epic!!!
Can you tell I'm running a shitty onboard Intel thing!

-=-=-
''Load, Next List!''
Posted : Monday, 13 November 2017, 15:08
GfK
Crikey... that took a while (shitty laptop, like before)


Posted : Monday, 13 November 2017, 15:41
rockford

Posted : Monday, 13 November 2017, 19:02
therevillsgames
Work PC:


Page : 1 2 3 4 5 6 Prev 7 8 Next 9 10 11 12 13 14