Yeah progress is hard to say as we are essentially just debugging. Also, all the rebasing stuff means we are sort of attacking problems in 2-4 separate ways. If you allow, GCC, x86-32 (so ASM or C is OK), and less optimized than the original, we could be quite close. It just depends on what new errors pop up. Whereas if you want to build optimized on big-endian non-32 bit, we are farther away.
Also, I can't say this enough, but people can develop a client right now to build on windows with MSVC. When the port is finished that client should be portable with Voxlap. Also, can't promise anything yet, but I just might be able to do this as a final project for a class with up to 4 other people.
Porting Voxlap
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Sonarpulse
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Sonarpulse
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Just fixed some of the inline asm in knsippits, and now no_asm~2 builds and runs a lot better. x86-32 with gcc might be even easier than I suspected.
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HoboHob
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Sonarpulse
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- about 10 new blocks of asm now work (ksnippits functions).
- rotating the camera is less much likely to crash the game (asm and C).
- debris is the right size (just asm)
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Jdrew
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So what exactly is this? is it just voxlap as openGL?
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Sonarpulse
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OK. Voxlap is a software render. That means it does everything on the CPU. It uses a bit of SDL/DirectX to hand off each rendered frame, but that is not important. Just think of it as a bunch of C that largely takes care of everything itself.
One way of looking at porting is, for every non-portable program, there is a portable program within waiting to get out. This is expecially true with Voxlap. We are fixing the stupid bits that stop it from compiling with other compilers on other computer, and replacing the admittedly less stupid bits that keep it from only running on x86.
The game that people run with this is the demo game that came with Voxlap. Mind you that the demo game is already perfectly portable. It's just voxlap itself that needs work.
When it's done it will run exactly the same way on x86-32, and even a bit better on x86-64. It will still not use the graphics card for anything consequential. It will run on your grandmother's rig you installed Linux on when she wasn't doing.
One way of looking at porting is, for every non-portable program, there is a portable program within waiting to get out. This is expecially true with Voxlap. We are fixing the stupid bits that stop it from compiling with other compilers on other computer, and replacing the admittedly less stupid bits that keep it from only running on x86.
The game that people run with this is the demo game that came with Voxlap. Mind you that the demo game is already perfectly portable. It's just voxlap itself that needs work.
When it's done it will run exactly the same way on x86-32, and even a bit better on x86-64. It will still not use the graphics card for anything consequential. It will run on your grandmother's rig you installed Linux on when she wasn't doing.
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Sonarpulse
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I just found out if you build from no_asm~2, you can start the game from ./share and walk around the test game's map (the house and stuff). Just don't shoot anything or it will crash.
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HoboHob
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Sonarpulse wrote:I just found out if you build from no_asm~2, you can start the game from ./share and walk around the test game's map (the house and stuff). Just don't shoot anything or it will crash.Nice work.
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Sonarpulse
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Finally figured out the compiling error with the SSE inline assembly constraint! Should have known what was wrong as I worked on the code that had it right in Iceball.
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VladVP
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jdrew wrote:So what exactly is this? is it just voxlap as openGL?Voxlap is a graphics library... OpenGL is a graphics library...
The heck are you implying? D:

It's a Christmas miracle!
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rakiru
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VladVP wrote:That he has fuck all idea what he's talking about, it would seem.jdrew wrote:So what exactly is this? is it just voxlap as openGL?Voxlap is a graphics library... OpenGL is a graphics library...
The heck are you implying? D:
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GreaseMonkey
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Sonarpulse wrote:I just found out if you build from no_asm~2, you can start the game from ./share and walk around the test game's map (the house and stuff). Just don't shoot anything or it will crash.On my comp (Fedora 16, x86_64, 32-bit binary), I still have the issue where if you tilt too high or low it crashes. Also, all KV6 models are completely white.
Anyhow, nice job.
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Sonarpulse
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Thanks Grease,
I have a branch called temp up now. It's temp for a reason I am just using it for testing, but if you compile that you can wave the camera more safely. (also, it's not strictly up or down, you can get kind of "lucky").
I now know enough to hopefully fix all of the assembly, but big routines like hrendzsee will take a while. Temp starts that process. You can look at my last commit on master to see what I have to do for those.
The white kv6 error from the renabling of C code instead of assembly in exactly one commit: "second C alternative for 'updatereflects' now in use". The link for now is https://github.com/Ericson2314/Voxlap/c ... 4ded59f24a but this will break as I rebase.
I have a branch called temp up now. It's temp for a reason I am just using it for testing, but if you compile that you can wave the camera more safely. (also, it's not strictly up or down, you can get kind of "lucky").
I now know enough to hopefully fix all of the assembly, but big routines like hrendzsee will take a while. Temp starts that process. You can look at my last commit on master to see what I have to do for those.
The white kv6 error from the renabling of C code instead of assembly in exactly one commit: "second C alternative for 'updatereflects' now in use". The link for now is https://github.com/Ericson2314/Voxlap/c ... 4ded59f24a but this will break as I rebase.
Last edited by Sonarpulse on Mon Feb 04, 2013 3:12 pm, edited 1 time in total.
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Handles
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I had the same white problem as greasemonkey
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Sonarpulse
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Thanks for testing it. It is a universal error so I'd be shocked if you didn't experience the bug. I know how to fix it (see above post), and might have it fixed as soon as later today.
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