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Crystal Space Development / Support / Re: My problem
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on: September 28, 2005, 05:14:20 am
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I don't want to feed a flame war, but I think a lot of people who are new to application development have these misconceptions.
From my perspective, the documentation and tutorials were the main reason I started using CrystalSpace. Community documentation and the manuals are relatively straightforward, and I had a simple polygon rendered in a custom-made CS app within a couple of days. Bear in mind this comes from a guy who makes a living doing J2EE programming... but with the CS templates, header organization and object-oriented design I was able to get up and running in short order.
From the perspective of my hardware, CrystalSpace does a great job of rendering high-poly models very efficiently. While the engine definitely favors few high-poly models over many low-poly models, once you have visability culling, textures efficiently generated and sectors adequately defined the engine is great.
I definitely didn't have to read the whole API documentation to understand how the introductory tutorials worked - it was fairly common sense. This event-driven model has been used since the days of LaMothe's Mode-X engines, and carries on to today.
If you're having problems understanding the documentation or Crystal Space, I highly recommend taking a step back and instead learning some fundamentals of C++, data structures and object-oriented programming. Until you've written your own hashmap implementation or blitted a few pixmaps to a buffer, you really can't appreciate how easy CrystalSpace makes things.
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37
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Crystal Space Development / General Crystal Space Discussion / Things to Check Before You Post
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on: September 06, 2005, 04:02:50 am
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Things to check before you post:- Did you set the CRYSTAL and CEL environment variables correctly? Can you `cd` into them? CRYSTAL and CEL need to be set when running external apps.
- What version of Crystal Space / CEL are you using? CVS or stable? Bear in mind CVS usually has most problems licked and most bugs ironed out, but it does go through rough patches at times. Use the -D parameter to CVS to back up a day at a time if you're hitting some compile-time errors or are looking for more stable versions with the most recent bug fixes.
- In Windows, did you install MingW first and then MSYS? Are you sure? MSYS has to know about MingW at install time.
- Are you using GCC 4.0? It's crazy. Try backing up a version.
- Last, but not least, have you read the documentation (at least up to the tutorials) and read thru some of the community articles? They're located at http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=Documentation and http://community.crystalspace3d.org/ , respectively. Give 'em a read. You'll be glad you did.
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38
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Crystal Space Development / Support / Re: Problems with Installation MinGW/MSYS Windows
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on: September 06, 2005, 03:30:02 am
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Along the same lines - I've been running `make install` with different prefixes for a while now on Linux. One debug, one optimized and one bleeding edge CVS. That way the IDE just changes the CRYSTAL and CEL env. vars. and I can switch CS + CEL bases on the fly. Seems to work well thus far.
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43
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Crystal Space Development / General Crystal Space Discussion / Re: Software Renderer... Still Needed?
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on: August 22, 2005, 05:36:15 pm
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Agreed - I don't use it in any final builds but I use it extensively when developing. When doing code tweaks for things that are non-model related (i.e. camera angles and the like) I'll use the software renderer. Easy to use for multi-monitor support, sometimes exposes model glitches that are hard to see with hardware rendering, etc.
That said, multi-monitor hardware rendering is becoming more practical as driver support becomes more robust (thank you nvidia) and 3d rendering is becoming standard on even low-end laptops. Once Vista comes out everyone and their mom will have a GeForce 7800, which will make the software renderer even more moot.
Still, I think the software renderer has its place. Being able to run your CS app on five year old hardware is nice.
Now I'm arguing with myself. Nice.
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