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JackStone

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Everything posted by JackStone

  1. Thank you! Although, if I'm honest, I used that one because it seemed to be the simplest, rather than for any other reason!
  2. Thanks for your reply! Yeah, I briefly considered using sqlite in a dedicated server build, (since I will be doing the same thing with mySQL anyway for licensing and security reasons) but I thought mySQL would be the "correct" way to do this. I finished my (admittedly basic) implemenation, the instructions are on my blog here: http://phoenixgamedevelopment.com/blog/?p=2290 and the file itself is here: http://www.phoenixgamedevelopment.com/downloads/mysql.cpp Hopefully that will be of some use to someone!
  3. I have this working now, I used ODBC in the end, and this site gave me some sample code which I used: https://bobobobo.wordpress.com/2009/07/11/working-with-odbc-from-c/# I will clean it up a bit and add some script helper functions, and then post it on my site. I think mySQL is a pretty vital resource to have in any serious engine, so it would be good to get some exposure for it. sqlLite is great for single player data storage but for heavy duty databases, MMO's, RPG's, etc etc, it's not really optimal at all. I made a post about it on my site here: http://phoenixgamedevelopment.com/blog/?p=2285
  4. Hi, thanks for your reply. I don't really need much power in the DB, but I do need a shared database, and sqllite is embedded, is it not? IE, I am making a multiplayer game, which may have (hopefully :P) a relatively large number of people accessing the database regularly, and transferring a relatively large amount of data. From what I've read about sqlite, it doesn't like to be used in this way, is that correct?
  5. I am currently trying to get this resource: http://www.garagegames.com/community/blogs/view/13528 Working in T3D 3.6, under Windows 10, with Visual Studio 2015 Express edition. This resource works find on the same machine and compiler with an earlier version of the engine, but with the new version, it gives me the following error when I try to start the exe: "Unable to load game library: ". It is complaining about my project exe! The exe works fine when I remove the two .cc files in the above resource. I suspect the issue is that the mysql libs are out of date, and wont run properly on the new version of T3D. Is there an up to date resource available? How difficult is it to integrate the most up to date mysql connector with T3D? This link: http:// https://dev.mysql.com/doc/connector-cpp/en/connector-cpp-examples-complete-example-1.html Provides what looks like a simple implementation, would something like this, exposed to script, work in T3D? Thanks!
  6. Nevermind, I solved this,I should have been using TCPobject, not HTTPObject, thanks anyway!
  7. Hello, I am working on a simple project which connects to NASA JPL's "Horizons" telnet server to download the position of the planets. I can do this with a regular Windows 10 telnet console easily, and I can connect to the server using HttpObject, but I cant seem to send any queries to the server. With a regular Telnet console, I connect to the servers address (there is no login/password), receive the login screen and information. and I then get a prompt: Horizons> Where I can enter commands. With T3D, I use: $url = "ssd.jpl.nasa.gov:6775"; $URI = "mars"; $query = "mars"; $httpobj.post($url,$URI,$query,"mars"); and I get the login screen, but no prompt, and I can't use get (or post, or send) to send the commands that I need to send. I think the issue is the lack of a command prompt in T3D. With a regular telnet client it is "realtime", T3D seems to need intermittent "get" commands, which doesn't seem to be working. Any ideas how to solve this? Thanks!
  8. I think I figured this out. There are two main changes that I needed to make. The main issue is that "strtok" in T3D is conflicting with the standard library. To fix this, I simple renamed "strtok" in "stringfunctions.h". Secondly, In daeElement.cpp, the code references a function "max" in xutility that is no longer present. Adding this function to daeElement.cpp fixes this: // ALGORITHM STUFF (from <algorithm>) // TEMPLATE FUNCTION max template<class _Ty> inline const _Ty& (max)(const _Ty& _Left, const _Ty& _Right) { // return larger of _Left and _Right return (_DEBUG_LT(_Left, _Right) ? _Right : _Left); } } This should be all. EDIT: posted the wrong function.
  9. Hello, I recently built a new machine to take advantage of the Oculus Rift when it is released. I am using Windows 10 and Visual Studio 2015 on the new machine, and can compile the most recent release of T3D with no problems. I have copied over a project from my old machine to the same directory on the new machine. I used Windows 7 and Visual studio 2010 to compile the old project. Everything seemed to go fine, except for a large number of errors around CSTDLIB. It seems that some of the VC include files have changed, and are causing issues with older T3D code. What would be the best way of dealing with this? Could I copy some of the old VC files from my old machine? Or should I modify my project, or build settings? Thanks!
  10. This project looks amazing! It is quite similiar to my current main project, which is to create a kind of "Sandbox Universe". I am not creating a flight simulator or a representation of the real life earth, it's more of an artificial life/simulated reality project. The challenged you are facing will be very similiar to what I will be facing, I suspect, particularly the paging terrain. Is your terrain spherical, like mine is/will be? Or is it a very large "flat" terrain?
  11. This is my parsing function: http://pastebin.com/DfDSZiKC It's a little messy, I have been through it a number of times, making changes, and testing things.
  12. Hi, Thanks for the replies! I wasn't expecting anything until a days after christmas! There are some issue with the seams, I assumed they were more minor, and I had planned to deal with them a little later, but it may actually be relevant to this. I will post the parsing function once I get it uploaded, hopefully it is something obvious.
  13. Ah, thank you! Yes, I have not added any edge stitching code yet so I am assuming any weirdness there is due to that. The quadtree is fairly well entrenched into the base code, what part of it do you need to see? The parsing of it, or loading? I have a feeling its the parsing that is causing the problems, I could post that somewhere tomorrow, if it's of any use?
  14. Ah, thanks for your reply! I wasn't sure which forum/site to post it on. I don't mean to name drop, but I have a massive amount of information on my site here: http://phoenixgamedevelopment.com/blog/?s=P-152 I've been working on this for a long time. To answer your questions, I have created a custom implementation, I am not using T3D's terrain at all. I have six "terrains" created, and projected using a sphere projection algorithm. At the moment, I am just rendering one for testing purposes. I am controlling the camera, starting from close distance, and moving backwards. The terrain renders fine up close, but when I move out, the quad tree parsing algorithm seems to fail. I get gaps appearing in the terrain, it's as if the distance checking functions don't work properly? When I manually check every node in the quad tree, the terrain works beautifully, but of course there is no efficiency gain in doing that, so it is useless. This is a video of the problem: Notice the gaps in the subdivision, almost like nodes are being excluded? When I subdivide and run checks on every node, I get this: Which is correct, however, there is no efficiency benefit. I would be very grateful for any help or advice!
  15. For the last eight months to a year, on and off, I have been working on a Spherical Terrain System for T3D. This feature is vital to my current project, and I cannot proceed without it. I have created the quad-sphere based terrain, applied noise to it, and implemented collision. I have also implemented a quad tree for each "face" of the terrain, and I am currently attempting to parse the quad tree in an efficient manner, to implement the Chunked Level of Detail that I need to increase the resolution of the terrain without slowing down the system. I am feel I am very close to at least a proof of concept here, but I can't seem to get the optimisation/parsing working properly. I also need to be able to scale the terrain up to an arbitrary size, which will cause additional problems with dynamic additions to the quad tree mesh, etc. I am reluctant post the entire source code, since it is very long, and I doubt that there would be anyone willing to look through all that and try to figure out what's going on. I require this feature for my current project. If I can't get it to work in T3D, I will have no choice but to look into engines like Unity, or others, but I may end up having the same problem there. Is there anyone here that would be capable or willing to help me work through this? I would be prepared to pay for support, if I had to. I would like to keep the code under wraps for the time being, since I may be commericalising this in the future.
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