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GameMonkey Script • View topic - GameMonkey for *Nix

GameMonkey Script

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 Post subject: GameMonkey for *Nix
PostPosted: Thu Jan 08, 2004 6:20 am 
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Posts: 2
Hi, guys.

I downloaded GameMonkey awhile back and took a look at it to see what I would have to do to make it work under Linux, and I noticed a few problems. Chief among them was the lack of accurate capitalization in the source files, specifically in the src/gm tree where all the main goodies are, but likely present in all of the source trees. Your file naming scheme follows the capitalization form gmParser, gmHash, etc., but the the capitalization scheme is not adhered to within the source code files themselves. In your #include directives, you include all headers in lowercase, which might work on Windows, but does not work for Unix/Linux, which are case-sensitive in respect to filenames. gcc/g++ can not find any included header if the #include name is not capitalized the same as the filename.

Just thought you'd like to know. I'm truly interested in checking it out further, but at the very least it would require searching and replacing header file names before I can continue, and while I may take a stab at it in the next few days, and try to put together a quick build, it might be something you could take a look at as well.

Also, is your src/gm tree intended to be built as a library (.so, static lib, or .DLL, whichever), or do you generally link with all of the separate object modules? I only ask because I noticed that in your examples (for instance, in the src/gme tree) you include a long list of separate gm*.h headers in your main source, where if the GM specific code in src/gm were meant to be accessed as a library it might be a little simpler to consolidate all headers into a single gm.h header to be included by the project.

It would broaden your audience a little bit if you would consider supporting a more standard build platform (such as GNU make, autoconf, automake, etc...), which would grant support for *Nix as well as Cygwin/MingW builds under Win32. Just a request, but one which would make it vastly simpler to construct a complex and portable project around your code.

Anyway, keep up the good work. I like the looks of it so far, though I haven't been able to play with it yet, and I hope it will mature to actually be better than Lua (as you, perhaps prematurely, so boldly claimed at GameDev.net ;) ).

Thanks.


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PostPosted: Thu Jan 08, 2004 10:48 am 
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Joined: Mon Dec 15, 2003 1:38 pm
Posts: 708
Thanks for commenting on the case sensitive file names, I missed that when preparing the public file set.

About gm libs... In the released file set, only one program, GME actually embeds the script, so there is no need to compile the script into a library for it. The librarian and example debugger may use a file or two, but that is all. I purposely didn't include project files to build .lib or .dlls because at home and work I have all kinds of projects, some single or multithreaded, some MFC, Win32, console or windowed, static or dynamic etc and that is quite a combination of .libs not to mention .dll types. The bottom line is that GM is a collection of about 70 .cpp/.h files that must be build and linked in some way to your application. Only the files in the src\gm folder are required. (Although the example math and string bindings may be of general use to people.)

Although GM is already being used in commercial programs on multiple platforms, we would certainly like to broaden our audience. The whole point of going public with GM was to share something we loved. Matty and I code for Video game consoles and Windows PC, so we don't use *nix ourselves. Only a few of our friends do, and mostly as internet servers and software firewalls etc. The second reason to go public was to get the community to add/change/make what they cared about and share it with eachother. So perhaps there are Linux/Unix/Mac/etc gurus around who would like to make file sets, builds or resources ,and I can stick them in the community download section. General improvements like fixing filename case will immediately go into (future) official downloads.


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PostPosted: Thu Jan 08, 2004 5:08 pm 
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I overstated the case just a little bit. For the most part, the src/gm tree uses mostly the proper capitalization, there are just a few localized cases where you slipped up. For instance, in the gmDebug.cpp file, there is an #include "gmdebug.h". I'm still going over it, trying to get it to compile, so maybe when I get it done I'll put together a build setup for Linux and send it over to you guys.

Again, thanks, and keep up the good work.


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PostPosted: Sat Jan 29, 2005 11:36 pm 
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Attachments:
File comment: cd gmsrc
patch p0 \

gmsrc-1_23d_diff.txt [132.48 KiB]
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PostPosted: Sun Jan 30, 2005 12:54 pm 
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PostPosted: Mon Jan 31, 2005 4:10 am 
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