Search found 28 matches

by muemart
Sun Jan 31, 2016 2:24 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

I looked a bit further into tolua++. CEGUI uses it for it's LuaScriptModule, so we try to use the same library as CEGUI. Older versions of CEGUI came with their own tolua++ library, but newer ones use the system package (on Linux at least). So I guess the easiest solutions would indeed be to ask ISG...
by muemart
Sat Jan 30, 2016 7:35 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

Why are depending on CEGUI to provide tolua++, anyway? The source is like six files, only depends on lua, and we already have a folder external/tolua... I'm also not sure if we can assume that tolua++ is installed when CEGUI is, because it might be an optional dependency.
by muemart
Thu Jan 21, 2016 7:14 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

Looks like gmake doesn't work. I tried running it outside of cmake and I got the same error (missing libguile.so), so I don't think this is a cmake problem.
by muemart
Thu Dec 31, 2015 1:29 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

I just had to find out that the std::string forward declaration in OrxonoxConfig.h is not correct for newer libstdc++ versions, because the declaration is actually inside an inline namespace. We could fix this by using some internal preprocessor stuff from the library which is a bit hacky, or just o...
by muemart
Mon Nov 09, 2015 11:43 am
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

The 5 parameters come from the virtual function with 5 multitypes in the base class. I can't think of a nice way to remove that limit and provide the same functionality, but I don't often work with templates so maybe someone else has an idea. The index sequence can be backported to C++11 I think, th...
by muemart
Sun Nov 08, 2015 1:14 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

Well, MSVC is the notorious one for its bad C++ support, so clang is probably not very problematic. Anyway, I tried to use variadic templates for the functor, and while a lot of lines could be removed, I feel like the code actually became a bit more complex, but is still limited to five parameters. ...
by muemart
Sat Nov 07, 2015 12:26 pm
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

I think clang is supposed to be a drop-in replacement for gcc, so it should work. I tried it yesterday with msys2 on windows, but couldn't compile with neither gcc nor clang. I'll leave it to people who already have a working non-MSVC setup :?
by muemart
Fri Nov 06, 2015 9:58 am
Forum: Framework Development
Topic: Orxonox goes C++11
Replies: 43
Views: 244412

Re: Orxonox goes C++11

Maybe some things from the standard library can be used too. unique/shared_ptr, unordered_map/set, etc. Functor and executor might be able to benefit from std::function. I personally never used it, but clang-modernize was made for this purpose, right? Probably useful for the tedious stuff (adding ov...
by muemart
Wed Oct 07, 2015 9:37 pm
Forum: Framework Development
Topic: What's new in core7?
Replies: 3
Views: 24206

Re: What's new in core7?

Good stuff, but is there a meaningful distinction between plugins/modules/the "core", or is it just a way to express how specialized the code is (e.g. the pong plugin is only useful for the pong level)?
by muemart
Wed Feb 25, 2015 3:54 pm
Forum: Content Creation
Topic: Quick-Reload of a Level (for Editors)
Replies: 2
Views: 22173

Re: Quick-Reload of a Level (for Editors)

Nice! This and the other recent additions should make for a much less painful experience when making a level.
by muemart
Sat Feb 14, 2015 12:01 pm
Forum: Framework Development
Topic: Improved xml error reporting
Replies: 6
Views: 26796

Re: Improved xml error reporting

I changed the message(s) accordingly. Sometimes the xml gets parsed without the lua stuff, and then the tinyxml message is usable (and the only one available), so the output level changes depending on that. I also made it so that there isn't an "Error [loader]" on every single line, which makes it a...
by muemart
Fri Feb 13, 2015 8:43 am
Forum: Framework Development
Topic: Improved xml error reporting
Replies: 6
Views: 26796

Re: Improved xml error reporting

Thanks for the fix. You can't disable language features in Visual Studio, so I have to rely on documentation to tell me if something is too new to use... which doesn't really work for syntax. Yes, tweaking the error message is a good idea, but I don't have a clue how to make them better. Maybe just ...
by muemart
Wed Feb 11, 2015 10:45 am
Forum: Framework Development
Topic: Improved xml error reporting
Replies: 6
Views: 26796

Improved xml error reporting

If you made a level which needed to include some templates or used lua code, you probably noticed that the xml parsing errors, especially the line where the error supposedly was, were not very useful. I set out to correct that, and it turned out to be quite easy, because lua already provides a lot o...
by muemart
Wed Feb 11, 2015 9:09 am
Forum: Coding
Topic: Preprocessor definition for debug code
Replies: 3
Views: 17658

Re: Preprocessor definition for debug code

I'll leave the defines out, then. It only needs a few megabytes of memory (strongly depends on how big the file is), and is probably lightning fast compared to the lua code anyway.
by muemart
Mon Feb 09, 2015 5:23 pm
Forum: Coding
Topic: Preprocessor definition for debug code
Replies: 3
Views: 17658

Preprocessor definition for debug code

Is there a standard preprocessor definition for debug code? I spotted some #ifndef NDEBUGs and #ifdef _DEBUGs, but I don't know if they are platform independent and which one I should use. I'm writing (actually, I'm done) some sort of stack trace for the xml/lua loader, which isn't really necessary ...