Comments (16)
Changing
#include <dlib/log.h>
To
#include <dmsdk/dlib/log.h>
Makes bundling for macOS work
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Heh, you're brave trying to build this repo :)
For M_PI (MSDN)
#define _USE_MATH_DEFINES // for C
#include <math.h>
Not sure why it finds the 'dlib/log.h` for me, but it's probably because I use a local build server.
And, the texture shouldn't be used at all anymore, I'm going to delete the models referencing those.
The near/far thing I'm not sure about.
Since I don't use that function at all yet, we can comment it out.
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Well, this repo is by far not done, and I havent tested it on any platform, so there are bound to be issues.
We currently have no official thread support on web (js or wasm). Hopefully we can get to it soon.
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Different errors when testing bundling for macOS / Linux
The final comma is the problem
Fixed buffer files
meshes.zip
But bundling is still not working
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I don't yet understand what to change here for building on Windows to work
/defold-terrain/src/terrain.cpp
Line 59: expected body of lambda expression
for (int i = 4; i--; ) near[i] = mat[i][3] + mat[i][2];
^
Line 60: expected body of lambda expression
for (int i = 4; i--; ) far[i] = mat[i][3] - mat[i][2];
for (int i = 4; i--; ) near[i] = mat[i][3] + mat[i][2];
for (int i = 4; i--; ) far[i] = mat[i][3] - mat[i][2];
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Weird, deleting those two lines entirely allows Windows to build and run.
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I also had to add this to terrain.cpp
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
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It seems to just be complaining about the words near / far, changing them to left/right on those lines works to compile too. No clue from me.
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Profiler screen from my machine. :)
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You need to use the 1.2.181 alpha build
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Silky smooth now!
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When looking around it's silky smooth in 1.2.181 alpha and while no chunks are being loaded/generated, but it does hang while chunks are being loaded/generated.
https://www.youtube.com/watch?v=LYkHSRXU5Oo
from defold-terrain.
Hard to tell from that profile. Better to list a single frame in the web profiler.
My guess it's the dmGraphics::SetVertexData the actual upload of the vertex buffer.
The patches are at a very high detail right now, and are not compressed either.
Interesting though that on my iMac it runs smooth all the way.
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I adjusted controller.script to auto move fast and tried to capture a big frame time. If you want me to test anything I can.
function update(self, dt)
self.input_move.z = self.input_move.z + 100
My CPU is quite old now and it's about time I get a new computer but at the same time I feel it's useful to hang onto it because then it's a way to quickly know in our own projects if something is very wrong. My brother on the other hand has a brand new build and we've had similar situations where it runs perfectly on his but I notice issues so we work to improve it until it works fine on mine.
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Tried to test HTML5 build Chrome Version 89.0.4389.82
Looks like a thread issue, but shouldn't WebAssembly Threads be working now / again since a while or is this something else?
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https://dzone.com/articles/webassembly-threads-in-firefox
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