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Re: I'm Smiling
Quite a regular
Quite a regular


@joerg

Quote:
Except for the AHI music (the sound effects work, but the background music thread crashes), which was a problem in other Hyperion games as well on OS4, for example Freespace and Heretic II.


IIRC, most games use more or less the same code for AHI output. It was a real mess because of the high overhead of context switches.

Quote:
but AFAIK hardly anything works on Radeon cards which weren't supported by Warp3D yet when these games were written.


I knew that

I haven't paid much attention to the old-style API when I did the Radeon drivers I have to admit. There are some interferences, especially if you tried to mix them. I wish I had had more time for the Radeon drivers, unfortunately I didn't, because I had some ideas to speed things up...

Quote:
there isn't any WarpOS-only software AFAIK, and with Petunia the m68k versions aren't much slower, or even much faster than the WarpOS versions,


My point exactly.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Shared objects (.so)
Quite a regular
Quite a regular


@Chris

Quote:
I'm drifting off the point now, but some information on why this has been done and why it is a Good Thing would be appreciated.


The question should be, why would you NOT want it? What is the problem with calling something .so instead of .library?

Python for example, yes, it can be done with an AmigaOS shared library, but at what cost? And when the next version comes out, you need to do a lot of work over again? With this update of elf.library, all I need to do is compiled with -fPIC and link with -shared, and I have a shared version of it.

With every projects, there is always a certain energy required to get you started. If you can lower that starting energy by providing easier access to certain features, then this can only encourage people to do things they would normally not do. If I didn't have dynamic linking, I would have made Python a static binary and not bothered with a shared version, and the Blender binary would be a lot bigger than it is now.

Just look at Edgar's excellent X11 port. Look at the size of individual programs that are statically linked against libX11. Is it possible to make a shared library libX11? Probably, but why go through the hassle?

Finally, take into consideration that shared objects provide different functionality. They have their individual per-context data contrary to AmigaOS libraries that share their data segment. This is sometimes desired, sometimes it isn't. Also, shared objects export symbols by name, and can import symbols by name, from any other shared object (even those loaded during runtime) or the main program. Importing from the main program is something that AmigaOS shared libraries cannot do.

It all boils down to the question of what you want to achieve. shared objects are much easier to use and create. Right now they suffer the drawback that they aren't really shared (they are loaded for each opening program, although a single program will always use only one copy even if e.g. all of them reference libc.so).

About the placement, we are not calling them shared libraries for a reason, and therefore they are not placed in Libs:. Everything in LIBS: should be able to be opened with OpenLibrary. Shared objects aren't.

I hope this clears things up a bit.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Techie questions regarding the nuw Amiga OS4 update
Quite a regular
Quite a regular


@bean

Quote:

bean wrote:
@Rogue

Thanks very much for the update. I'm desperate to use the new features so I'm very much looking forward to the SDK.


I'm afraid that the SDK will take a while. I recently discovered that stripping a dynamically linked binary of its symbol information will cause certain relocations in the binary to be anonymous, so that the resulting binary will crash.

That means that for the next SDK I (or preferably someone with better knowledge of the binutils than me) would need to look into fixing this problem, and possibly updating binutils to 2.17 in the process.

Right now, I am pretty busy with... other stuff.


Quote:
I'm curious does the pthreads library now support explicitly setting a priority of a thread? IE does:

pthread_attr_setinheritsched(&attr,PTHREAD_EXPLICIT_SCHED);

..now return a 0? ..and can it be followed with a:

pthread_attr_setschedparam();


I'll leave this to Thomas, he wrote the library and can comment better on it, but the short answer is "no".

Quote:
Again, thanks for the update - most welcome!


You're welcome

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Techie questions regarding the nuw Amiga OS4 update
Quite a regular
Quite a regular


@Hans

Quote:

- A new semaphore-type called Mutex that is Forbid-Free. What were the forbid() issues with the old semaphores? I'm not sure how this new Mutex differs in functionality from the old one.


The functionality is the same. However, there has been an unfortunate tradition on AmigaOS to make all structures public, so there is little we can do to change existing structures. The SignalSemaphore is one of those cases. It's counter is an int16. That means for checking whether it is free or not you must call Forbid(), examine the fields and possibly modify it, and then call Permit() again. The PowerPC's address reservation feature does not work on 16 bit integers.

The Mutex works like a semaphore, but instead uses an internal int32 for the counter. That means that if the mutex is free, no forbid is needed to obtain it. If it is occupied, the task will be put to sleep anyway, so it's not the big issue, but the general case is that the mutex is free, so having a forbid-free mutex improves performance as well as (as LiveForIt already pointed out) being more SMP-friendly.

Quote:
- A new library that supports most of the POSIX thread (pthreads) API. Is this a pthreads.library, or something else?


No, this is the pthreads.library. It's a new implementation, only parts of the old one from os4depot.net remain, it uses the new mutex datatype, and it's part of the standard OS distribution now so there is no need to depend on people downloading stuff.

Quote:
- Apart from the thigs listed (such as shared-object support), are there any other new things developers should know about?


Yes. Stay away from StackSwap().

Quote:
- When can we expect an updated SDK, allowing us to use these new features?


*coughs* When it's done?

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: I'm Smiling
Quite a regular
Quite a regular


@Helge

Quote:

Helge wrote:
@joerg

Quote:

joerg wrote:

With the WarpOS scene demos it's even worse, 90% of them are too broken to even start.


I wonder why they have such low compatibility. Excuse my ignorance, but is it because of the new memory system? It's a bit weird that they work better on MOS, because they were always Powerup-peoples while Hyperion was Warpos peoples.



Edit: Let me rephrase. WarpOS and PowerUp had their use on the classic, in place of a system that should have abandoned the 68k CPU right away and run exclusively on the PowerPC. It should never have tried to do anything like a "dual-CPU" solution, because you had to use all kind of tricks to get decent speed out of it (see Shogo as an example, it doesn't run on any WarpUp emulation AFAIK).

The bottom line is that IMO there isn't enough software that makes sense to preserve, hence WarpOS support is of no concern.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Newlib.library 52.20??
Quite a regular
Quite a regular


@joerg

Quote:
52.3 from OS4 Final is the current public version, only OS4 beta testers and developers have newer versions until the next AmigaOS4 update is released.


Which just happened

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Unicode support in future os4 updates?
Quite a regular
Quite a regular


@keisangi

If you want to be taken serious, you should really adapt your comment style.

TetiSoft is an expert when it comes to charsets, you'd be much better of listening to him instead of making unqualified comments.


Edited by orgin on 2007/7/15 9:31:26
Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: PPC games on OS4, please help
Quite a regular
Quite a regular


@evilrich


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Re: PPC games on OS4, please help
Quite a regular
Quite a regular


@PR1

Er... you know, games don't exactly grow on trees...

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: OS4 doesn't boot (black screen)
Quite a regular
Quite a regular


@AmiKit

I would suggest to do the following:

- Get into early startup menu and select "Boot without Startup-Sequence"
- In the initial CLI, enter "set echo on" (without the quotes)
- enter "execute s/startup-sequence"

You should now see startup-sequence execute, and echo each command prior to execution. Once it hangs, you will see what the offending program was.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: PPC games on OS4, please help
Quite a regular
Quite a regular


@AmiKit

Quote:
Btw. what about Shogo? No go? Anyone?


Still planning to do a port of Shogo to AmigaOS 4.0 whenever Thomas or me get a bit of time. The problem is that it will require practically a new port, since the old one did pull all sorts of dirty tricks to get the required performance. It was very much fine-tuned for a classic Amiga with WarpOS, and therefore emulation will probably not work.

We were planning to try port back the Linux version which used SDL and was endian-aware (it worked on PowerPC linux too) as a basis. Unfortunately, it is mostly a matter of time.

Or rather, the lack thereof.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: That Thomas Frieden, he is such a tease!!!
Quite a regular
Quite a regular


@Curty

Honestly, there is no need for Doom and Gloom feelings, as promoted by some.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: That Thomas Frieden, he is such a tease!!!
Quite a regular
Quite a regular


@rwo

Thomas did all the work on Blender, I didn't do anything. So far, Python seems to work fine though.

The current compile is pretty stable, but a few things don't work at all (like the popup menus - for some reason they don't render). Basically, any form or release is quite a while off.

Other than that, the port is complete but without GameBlender AFAIR.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: That Thomas Frieden, he is such a tease!!!
Quite a regular
Quite a regular


@Hans

Quote:

Hans wrote:
Nice screenshots. I have heard that Blender has a very steep learning curve though. Any one used it? Is this true?

Hans


Somewhat, yes, although the handling has significantly improved over the last few months. It used to be pretty complicated because it essentially relies on keyboard shortcuts mostly.

However, look at the gallery at the Blender homepage to see a few examples of what is possible. There's also a bunch of videos and tutorials on how it operates - that gives a good insight on it.

The program is very capable.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: That Thomas Frieden, he is such a tease!!!
Quite a regular
Quite a regular


@Curty

Quote:
Your brother is great!!!!


Yup, he it

Quote:
So what can you do to better this?


Oh, I can tell you we have some things in store

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: That Thomas Frieden, he is such a tease!!!
Quite a regular
Quite a regular


@Mikey_C

Quote:

Mikey_C wrote:
@AmiGame

oh pity, I was hoping it was some form of Death Glider


Indeed

Well, both are screenshots of Blender. The second one is just rendering a different scene.

(for reference, the time on top of the Death Glider render is in seconds, not minutes )

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: ACube Systems became partner of AMCC
Quite a regular
Quite a regular


@Helge

There are reasons for the delay of the classic version, but not what you might think.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Help! How do I obtain OS4?
Quite a regular
Quite a regular


@Mauler

Write me a mail at Hans-JoergF@hyperion-entertainment.biz if you haven't done so already. I'll try to resolve this as quickly as possible, although I should warn you it might take a few days.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
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Quite a regular


@spotUP

If I ever get the time for it, I'll have a go (currently hooked up on OS 4 still)

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
Quite a regular
Quite a regular


@ToAks

In the meantime, there is another project aiming at providing similar functionality as configure (CMake) already in use by some projects (Icculus uses it for some of his stuff). I had a brief look at it and it should be fairly easy to port, just didn't have the time to do it yet.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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