Search found 44 matches

by sturnclaw
Fri May 29, 2020 10:06 pm
Forum: Pioneer development
Topic: Compiling error - CMakeLists.txt missing
Replies: 16
Views: 138

Re: Compiling error - CMakeLists.txt missing

Ah, I should have specified that I wanted a full re-bootstrap, which involves deleting the build/ folder and re-running, but it's good to hear you're getting it fixed! When your IRC registration finishes, I'm (usually) active in EST afternoon / evenings, although most of the team tends to be active ...
by sturnclaw
Fri May 29, 2020 5:57 am
Forum: Pioneer development
Topic: Compiling error - CMakeLists.txt missing
Replies: 16
Views: 138

Re: Compiling error - CMakeLists.txt missing

The bootstrap log would simply be the entire terminal output between when you invoked the command and when it returns the prompt to you :) I just want to see if there's something else in the output that might point to the issue.
by sturnclaw
Thu May 28, 2020 4:59 pm
Forum: Pioneer development
Topic: Compiling error - CMakeLists.txt missing
Replies: 16
Views: 138

Re: Compiling error - CMakeLists.txt missing

I'm not a debian / ubuntu native, but Threads::Threads is CMake's "meta target" that links in the posix threads library to enable multithreaded programs to run correctly. It looks like you might not have installed either the pthreads development package (which should be part of the build-essential p...
by sturnclaw
Thu Jan 30, 2020 9:08 pm
Forum: Pioneer development
Topic: Lua code style
Replies: 6
Views: 236

Re: Lua code style

With the revisions above, I'm good to standardize this and start applying it to new files (and refactoring as necessary). I'll update/write a new post on the wiki containing the final style guide, and take whatever feedback you have into account as I do.
by sturnclaw
Thu Jan 30, 2020 9:02 pm
Forum: Pioneer development
Topic: Lua code style
Replies: 6
Views: 236

Re: Lua code style

What do you think about codifying the rules you outlined above, and just accepting the ui code as wrong at the moment (we can even add a comment at the top of ui files to that effect)? Every new function should be PascalCase, and we'll get to refactoring it at some point. I think biting the bullet ...
by sturnclaw
Thu Jan 30, 2020 12:01 am
Forum: Pioneer development
Topic: Lua code style
Replies: 6
Views: 236

Re: Lua code style

Ah, this one is a story the lua maintainers wouldn't tell you... I kid, I kid. This is partially my fault, because I'm used to writing code in the Lua style (e.g. setmetatable), with a dash of snake_case mixed in. It seems the original Lua authors (robn and a few others) were a fan of PascalCase, so...
by sturnclaw
Sun Jul 07, 2019 4:51 pm
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 677

Re: PBR Rendering Rewrite

Dual Licensing is possible, with caveats: https://softwareengineering.stackexchange.com/questions/331846/dual-license-with-gpl-and-a-closed-source-license https://en.wikipedia.org/wiki/Multi-licensing I think the problem might arise where it goes into Pioneer, one of us adds too it (GPL), then you'...
by sturnclaw
Thu Jul 04, 2019 4:51 pm
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 677

Re: PBR Rendering Rewrite

Clustered forward is cool, you might need to be aware that we do some crazy things with scale and position for planets/stars because we don't have an infinite z-depth ( despite using logarithmic z-buffer ) which can be seen here and here that mgiht affect using z-partitioning schemes. Sounds cool Y...
by sturnclaw
Mon Jun 24, 2019 1:12 pm
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 677

Re: PBR Rendering Rewrite

Does "no shadows" mean the eclipse in Hades system will be broken? I think, in a space game like pioneer, shadows (from planets, moons, space stations, ships), is more noticeable/important than ship textures & decals, which you only see in rare occasions, like when you buy your ship, I guess? (I ho...
by sturnclaw
Mon Jun 24, 2019 3:15 am
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 677

PBR Rendering Rewrite

After doing a significant amount of evaluation and reading, I think I'm ready to lay down some specifics on the planned rendering rewrite. I've identified the new workflow, figured out how to implement it, and I think I've got a fairly good grip on how I want to implement the higher-level C++ API fo...