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Re: Open Source cross-platform game engine
Amigans Defender
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Now this is a bit off-topic but speaking of the Godot engine... I'd like to say that I'm very proud of my students Viktor and Leona, who used the engine to produce a retro-style platformer game called "Gedaria" as their final project this year. Leona provided the hand-drawn graphics and Viktor did the programming. Not bad for two 19-year-olds just coming out of secondary school!

Link to video

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Re: Open Source cross-platform game engine
Amigans Defender
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@trixie

Quote:
We're still waiting for Godot


Godot has dropped support for OpenGLES since version 2.1. 3.0 use vulkan like a lot of new software.
So we need vulkan first.. but i think it will be really hard

i'm really tired...
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Re: Open Source cross-platform game engine
Amigans Defender
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@afxgroup

Quote:
So we need vulkan first.. but i think it will be really hard

As kas1e said in a post above, we don't really need the Godot engine because Irrlicht is good enough. When I said that "we're still waiting for Godot", I was of course making an obvious literary reference

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Re: Open Source cross-platform game engine
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@afxgroup

Quote:
Godot has dropped support for OpenGLES since version 2.1. 3.0 use vulkan like a lot of new software.
So we need vulkan first.. but i think it will be really hard


That's not true. See here.

In brief:
- Godot 3.x supports GLES2
- GLES3 support will come in Godot 4.1, and someone may even add GLES2 support later

Hans

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Re: Open Source cross-platform game engine
Amigans Defender
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@Hans

I don't know if GLES2 it is really supported. Despite that article if you checkout the source code GLES2 seems unavailable whiel GLES3 it is present

You can see this also here:

https://github.com/godotengine/godot/tree/master/drivers

@trixie
Quote:
As kas1e said in a post above, we don't really need the Godot engine because Irrlicht is good enough


Godot is the best (open source) game framework you can find at moment. And it has really a lot of developed games

i'm really tired...
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Re: Open Source cross-platform game engine
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@afxgroup

Quote:
I don't know if GLES2 it is really supported. Despite that article if you checkout the source code GLES2 seems unavailable whiel GLES3 it is present

You need to look in the Godot 3.x branch

As for Godot 4.x. They give no guarantees that GLES2 will be supported for v4.x+, but do say that others in the community might add it.

I have no idea which GLES3 features they need. Either way, GLES3 on AmigaOS 4 is a lot more feasible than Vulkan. We already support a little GLES3 (e.g., layout qualifiers in shaders).

Features such as instancing support (e.g., glDrawElementsInstanced()), are not available yet. That can be worked around, with a performance hit...

Hans

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Re: Open Source cross-platform game engine
Not too shy to talk
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@kas1e

+1 on Irrlicht engine, I have "played" around alot with it since you ported it to Amiga OS4.1.

It's a "very easy to get around" engine with a lot of thought behind it.

Only thing I'm struggling with is an ORIGINAL game concept/idea.. It's hard!

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Re: Open Source cross-platform game engine
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@khayoz

Quote:
Only thing I'm struggling with is an ORIGINAL game concept/idea.. It's hard!

Start with something unoriginal then. Candy Crush is a bejeweled clone, with a twist, and it was wildly successful...

Hans

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Re: Open Source cross-platform game engine
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@khayoz

looking forward to try out anything you come out with the Irrlicht engine....small steps take you further than standing still

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Re: Open Source cross-platform game engine
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@kas1e

Do you have the clib2 version of libIrrlicht.a ?

By the way, I tried compiling Irrlicht for newlib and clib2, but it fails here: (this is from newlib)

COpenGLExtensionHandler.h
COpenGLExtensionHandler.cpp

/usr/local/amiga/ppc-amigaos/SDK/local/newlib/include/SDL/SDL_opengl.h:46,
                 
from COpenGLExtensionHandler.h:51,
                 
from COpenGLExtensionHandler.cpp:9:
/
usr/local/amiga/ppc-amigaos/SDK/local/common/include/GL/gl.h:796:23noteprevious declaration of ‘void glLogicOp(GLenum)
  796 
GLAPI void GLAPIENTRY glLogicOpGLenum opcode );
      |                       ^~~~~~~~~
In file included from /usr/local/amiga/ppc-amigaos/SDK/local/common/include/mgl/gl.h:363,
                 
from /usr/local/amiga/ppc-amigaos/SDK/local/newlib/include/SDL/SDL_opengl.h:55,
                 
from COpenGLExtensionHandler.h:51,
                 
from COpenGLExtensionHandler.cpp:9:
/
usr/local/amiga/ppc-amigaos/SDK/local/common/include/mgl/minigl.h:2106:13error‘void glCopyPixels(GLintGLintGLsizeiGLsizeiGLenum)’ was declared ‘extern’ and later ‘static’ [-fpermissive]
 
2106 MGLAPI void glCopyPixels(GLint xGLint yGLsizei widthGLsizei heightGLenum type)

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Re: Open Source cross-platform game engine
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@Sinan
You need to build irrliht from my repo, and you need to remove minigl from your SDK , i.e. there should't be directory "GL" with minigl inludes, but instead directory "GL" with gl4es includes.

Also check for which SDL you build it, if for SDL1, then be sure that SDL/SDL_opengl.h have commented out direct include of minigl.

If it will not help, i can upload clib2 version of irrlicht

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Re: Open Source cross-platform game engine
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@kas1e

Thanks for reminding this..

I can compile newlib version now.

How do I make the library for SDL2 ?

e.g. make -f Makefile.amigaos4 SDL2=1 ?


For Clib2 version, do I add -mcrt=clib2 in the makefile.amigaos4 ?

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Re: Open Source cross-platform game engine
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@Sinan
Quote:

How do I make the library for SDL2 ?

To build irrliht for SDL2 you need a bit change include/IrrCompileConfig.h. Find at the end where amigaos4 ifdefs placed and replace this:

#define _IRR_COMPILE_WITH_SDL_DEVICE_


by this:

#undef _IRR_COMPILE_WITH_SDL_DEVICE_
#define _IRR_COMPILE_WITH_SDL2_DEVICE_


And then rebuild it usually.


I do not 100% remember if SDL2 version is all good and fine, as it was experemental more or less, and everything irrlicht based is still was and are SDL1 based because official irrlicht devs still on SDL1, and that SDL2 addon is my own stuff for testing/future stuff. But that you can test to build SDL2 version of irrlicht and few examples for SDL2 (examples build just like you say : make -f Makefile.amigaos4 SDL2=1)


Quote:

For Clib2 version, do I add -mcrt=clib2 in the makefile.amigaos4 ?


Yes, and if i remember right, one function need to be commented out as it present in clib2 itself, but when you will compile you will see which one/where.

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Re: Open Source cross-platform game engine
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@kas1e

As you said, it doesn't compile with SDL2.

Newlib / SDL1 compile is ok

Clib2 / SDL1 compile, I get this error

CIrrDeviceSDL.cppIn constructor ‘irr::CIrrDeviceSDL::CIrrDeviceSDL(const irr::SIrrlichtCreationParameters&):
CIrrDeviceSDL.cpp:89:9error‘putenv’ was not declared in this scopedid you mean ‘setenv’?
   
89 |         SDL_putenv("SDL_VIDEODRIVER=OS4");
      |         ^~~~~~~~~~


I managed to compile with commenting SDL_putenv.

I hope this is the correct way...
Can you share your irrlicht clib2 so that I can compare ?

Sinan - AmigaOS4 Beta-Tester
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Re: Open Source cross-platform game engine
Just popping in
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I put it here since I guess this is the best place:

Janne Peräaho has published first information about his "Amiga Game Framework" and talked about it with Amiga-News.de:

https://www.amiga-news.de/en/news/AN-2023-08-00036-EN.html

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