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 Build system discussion

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Nimbal
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PostSubject: Re: Build system discussion   Mon May 13, 2013 2:16 am

untrustedlife wrote:
Ok guys, I wish to start helping, do I just follow the main post like I did before or was there a change?
Great to hear that! As Dani already said, you can follow the readme.txt in the mingw_setup subfolder of the repository. If there are any problems, let me know.

Daniferrito wrote:

The documentation with doxygen is awesome, once you get it working. There is probably a better way ...
There should be a new build target named "doc". If Code::Blocks didn't pick it up, re-run CMake and make sure that DOXYGEN_EXECUTABLE is set correctly. Note that this may overwrite the changes you made to your install target. I'll see if I can add a target like "install & run", but I'm not sure this is possible in a clean way. Oh, and you probably have to revert the changes you made to doxygen.cfg.in. The paths you edited will be filled in by CMake.
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Daniferrito
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PostSubject: Re: Build system discussion   Mon May 13, 2013 6:05 am

That makes quite a lot of sense. I'm on my phone right now, but i dont see any option for doxigex executable, only doc output dir.

When i get home, i'll fo a full reinstalation to see if i can set up doxygen on cmake. That would be this afternoon.
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Nimbal
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PostSubject: Re: Build system discussion   Mon May 13, 2013 6:08 am

Try and check the "Advanced" checkbox to see DOXYGEN_EXECUTABLE.
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Daniferrito
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PostSubject: Re: Build system discussion   Mon May 13, 2013 6:29 am

It is showing under advanced. Ill try it when i get home.
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Daniferrito
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PostSubject: Re: Build system discussion   Tue May 14, 2013 7:53 am

We solved this on the IRL, just for anybody wondering.

I just pushed into the repo, inside the branch Physics, the scripts to add the Physics engine bullet and the sound library irrKlang into Thrive. They are still WIP, but i'm working on it. All it does for now is download the libraries and make them avaible for the game, I still have to implement them into the engine.

However, there is something i've done that could be interesting. I seted it up so on startup it will load Thrive's main theme and play it on a loop. At least to show off that it is working. I'm currently uploading it, i'll post it in about 30 mins.
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Nimbal
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PostSubject: Re: Build system discussion   Tue May 14, 2013 7:58 am

I guess the sound systems can be put into the OgreEngine class. That way, sound and graphics should always fit reasonably well together (no delays due to unlucky thread scheduling) and I don't think the sound engine is heavy-weight enough to warrant its own dedicated thread.

(This discussion may be better in the Engine Architecture thread, but you mentioned it here)
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crovea
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PostSubject: Build problems!   Mon Oct 07, 2013 9:33 am

Hey new programmer interrested in getting involved here!

I forked the prototype repo and have been following the readme in the mingw_setup directory but am having some trouble at step 6.6

I noticed RodGame had a very similar problem to mine on page 2 of this post (although mine does not complain about the two variables his did) but couldn't find any solution to the specific problem.

My cmake gui variables window have the following variables:

Code:
CMAKE_BUILD_TYPE
CMAKE_CODEBLOCKS_EXECUTABLE    CMAKE_CODEBLOCKS_EXECUTABLE-NOTFOUND
CMAKE_INSTALL_PREFIX           C:/Program Files (x86)/Thrive
OGRE_SDK                       B:/MinGW/OgreSDK
CMAKE_TOOLCHAIN_FILE           B:/MinGW/cmake/toolchain.cmake
The codeblocks executable seem to have some trouble, i tried specifying my codeblocks.exe, but after clicking configure it states its missing again.
As you can see, i use my B drive for most things (altough the i have the repo itself on my D drive), and i never use my C drive, so im not sure why it's using my cdrive fro the install prefix.

I only have very little experience with cmake WinGW and codeblocks so besides the fruitless search i did for similar problems i'm not sure how to fix these errors atm. Hoping one of you guys could make the process a little more pain free!

The cmake error:
Code:
The C compiler identification is GNU 4.7.3
The CXX compiler identification is GNU 4.7.3
Check for working C compiler: B:/MinGW/bin/gcc.exe
CMake Error: Generator: execution of make failed. Make command was: /MinGW/bin/mingw32-make.exe "cmTryCompileExec4173182653/fast"
Check for working C compiler: B:/MinGW/bin/gcc.exe -- broken
CMake Error at B:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:61 (message):
  The C compiler "B:/MinGW/bin/gcc.exe" is not able to compile a simple test
  program.

  It fails with the following output:

   Change Dir: D:/Users/Documents/git/Thrive/build/CMakeFiles/CMakeTmp

  

  Run Build Command:/MinGW/bin/mingw32-make.exe
  "cmTryCompileExec4173182653/fast"

  The system cannot find the file specified

  Generator: execution of make failed.  Make command was:
  /MinGW/bin/mingw32-make.exe "cmTryCompileExec4173182653/fast"

  

  

  CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
  CMakeLists.txt:9 (project)


Configuring incomplete, errors occurred!
EDIT: I resolved my problem by rerunning the setup script with a new MinGW directly as C:\MinGW
Also found this other thread that may be more appropriate for troubleshooting: http://thrivegame.canadaboard.net/t999-development-troubleshooting#27758
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Nimbal
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PostSubject: Re: Build system discussion   Mon Oct 07, 2013 2:20 pm

Great to hear you managed to solve this particular problem. Just out of curiosity, did you try manually setting the CMAKE_MAKE_PROGRAM to the file bin/mingw32-make.exe inside the mingw directory? I could have sworn I put a note about that in the readme.txt for people that install mingw to non-standard directories, but I either hallucinated that or took it out for a reason I can't remember right now.
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crovea
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PostSubject: Re: Build system discussion   Wed Oct 16, 2013 7:02 am

Yes setting that variable manually does resolve the issue :)just tried building on my laptop today.

I'll add a pull request with the information about this issue to the readme (it wasn't there, just a recommendation for using the C drive). I will also update the link in the top of the readme to be the other build problems thread, which seems more appropriate!

EDIT: Actually more errors occour, but i think i've become familiar enough with the build system that i can figure it out and add it to the readme
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moopli
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PostSubject: Re: Build system discussion   Fri May 16, 2014 10:50 pm

A quick scan though the thread reveals that nobody's brought up Travis for continuous integration. Travis-CI is integrated with github, free for open-source projects, and very easy to set up -- all we need are some ubuntu dependency-installation and build scripts. Since I am conveniently-enough busy trying to get Thrive to build on my own ubuntu box, I could cobble together a build script once I get it working, and then we can get thrive on travis.

Oh, what's more, travis can do continuous deployment too, so if we can figure something out with a download server (github releases?), we'll have a completely automated release system.
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crovea
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PostSubject: Re: Build system discussion   Sat May 17, 2014 8:54 am

That would be great. We had a Jenkins server running here: http://nimbal.net/jenkins/ but It's not under my control anymore and it hasn't been building successfully for a long time. It would be the most useful if it would do cross-compiling to windows builds (or windows and linux) like we had with the Jenkins, but that needs some work with getting the cross-compiling scripts back up to date (CEGUI, tinyxml and ogg/vorbis).

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PostSubject: Re: Build system discussion   Today at 11:56 am

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