Re: SCP: Containment Breach C++ Conversion

#61
MonocleBios wrote:
Felix-The-Ghost wrote: It may be my Nvidia graphics card. I really don't know.
I think I've found your problem.Why NVidia.......Why
What card do you have?
What's up with Nvidia? CB worked perfectly in the old laptop (only a few framerate issues wwith the MTF) and the driver was Nvidia! :D
WOOMY! *squid glibberish*
my water changed to this form by boiling, extensively used for the generation of mechanical power, for heating purposes, etc.

Re: SCP: Containment Breach C++ Conversion

#62
Several things:

1. Don't know if my site is still up but I've been unable to log in to my management system or even visit my site, and getting support is proving to be a real pain in the ass. [It seams that their forum support setup failed to register me properly so now it won't even log on to there] Don't know how long it's gonna take to get that fixed.

2. I don't know if it's how I set up my build systems, but compiling Assimp 3 is also being difficult, it may be an incompatibility with gcc 4.7.2, or theres also the possibility that its my system [I got a new computer for my birthday, and it has an amd64 processor, which apparently brings up issues when compiling libraries sometimes]. Not entirely sure though as I tried compiling it on my older computer which runs on a core2 quad, and still couldn't get the stupid thing built. Libraries hate me, they always prove to be a pain to build for me for some reason. This leads to the third thing.

3. Since theres a couple of fellow C++ users on here, if you could pm me what system your running and what you currently use as your build system that would be great. If I can't get assimp to compile on my computer than maybe someone else can build the libraries and then just send me the binaries.

Note: To correct myself, I have been able to build binaries, but they aren't being built correctly for some reason, as they fail to link if I generate the dynamic versions, and I can't link to the built binaries when I build the static versions. So, ya...

EDIT: Also, I use MinGW, so thats what I'm lookin for in terms of the compiler someones using...
Last edited by answer42 on Mon Mar 04, 2013 10:00 pm, edited 1 time in total.
If it isn't broken, it doesn't have enough features...

(ノಠ益ಠ)ノ 彡 ┻━┻

"This is the way the world ends
Not with a bang but a whimper."

Re: SCP: Containment Breach C++ Conversion

#63
answer42 wrote:Several things:

1. D:

2. :|
3. :D

Note: To correct myself, I have been able to build binaries, but they aren't being built correctly for some reason, as they fail to link if I generate the dynamic versions, and I can't link to the built binaries when I build the static versions. So, ya...
Don't forget that i am viewing this C+ Conversion Graphics.

Re: SCP: Containment Breach C++ Conversion

#65
Hey! I was just wondering, would you have any interest in opening up this project to a larger group of developers? Of course, you would remain in control of the project, but if possible I would love to branch your code to if I could produce anything worth merging later on.

I'm an environmental design student focusing on architecture with a background in programming, and would be very, VERY interested in building a robust world generation system (with the goal of making a very believable facility). I wouldn't fight you for control over the architecture of the program or anything, and would just checkout your work as the master branch.

Please let me know what your thoughts are.

Re: SCP: Containment Breach C++ Conversion

#69
Codaman2x4 wrote:
MrGuilkeyFace wrote:Well, it's been a while.
Any progress?
:173:
More progress than you could ever handle at once; so be prepared.
Dis berta bi gud
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: SCP: Containment Breach C++ Conversion

#70
I wrote:snip

Been extremely busy lately so I haven't gotten in much work on it. I've been reading tutorials on Assimp to figure out all the stuff I need to do to get the models in the game and usable with their textures, animations, bones and whatnot. And tuts on OpenGL too.
Sorry, posted it on a different thread sometime in the past week.

I think I'll postpone the scalable multithreading for now, and focus on the other parts of the game mechanics, then make changes later to make use of TBB.
If it isn't broken, it doesn't have enough features...

(ノಠ益ಠ)ノ 彡 ┻━┻

"This is the way the world ends
Not with a bang but a whimper."