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I was hoping that I'd be able to start messing around with Ken Silverman's Voxlap engine, but upon downloading it I've found that it's not even in a condition where it could be compiled without jumping through a slew of hoops that I don't understand. Is there any code savvy person who could help me understand what I need to do to get the code running in Visual C++ 2010 Express? I mean, literally... I just want to get it in a compilable state, so I can even begin trying to figure out how it works and how I'd be able to use it.

I could try to explain everything, but it would probably be easier if you took a look for yourself here (http://www.advsys.net/ken/voxlap/voxlap_src.zip). readme.txt tries to explain how to compile the code, but frankly I don't even know where to begin. So is anyone willing to take a look and help guide me?

Summary: HEEEEEEELP!!!
I've got heaps of work now combined with Call of Pripyat, but if no one does before that, I'll try to help you when I'm finished with it. And by the way, that's C, not C++.

Well, bump, I guess.
I can understand the sentiment of trying to get it to compile, and *then* messing with it, as it's easier to learn something when it's in a working state. But in this instance, I don't think it's a good idea to jump head-first into a codebase like that without even knowing the basics.

I'd recommend looking-up and following some C tutorials (Fenixp is correct; the code is C, not C++) until you get the basics down. And after that, maybe someone'll be willing to help you out with any questions you might have, because at this point, there's not much anyone can do short of teaching you how to program in C (which would be far too out-of-scope).
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Bapabooiee: I can understand the sentiment of trying to get it to compile, and *then* messing with it, as it's easier to learn something when it's in a working state. But in this instance, I don't think it's a good idea to jump head-first into a codebase like that without even knowing the basics.

I'd recommend looking-up and following some C tutorials (Fenixp is correct; the code is C, not C++) until you get the basics down. And after that, maybe someone'll be willing to help you out with any questions you might have, because at this point, there's not much anyone can do short of teaching you how to program in C (which would be far too out-of-scope).
Well, the problem here isn't so much that I don't know C (the readme says that using visual C++ should work, I think). I've done a lot of programming before, in several different languages (including a little C++). The problem is that I've done very little work with compilers, and Ken's expecting a very advanced knowledge of compiling. I suppose that I could spend a year or so learning everything I can about compilers... but having someone help me out would be far easier, and far more likely not to turn me off of the project. Usually I'm pretty good at figuring these things out myself, but in this case there isn't anywhere I can find to even start. Honestly, once the code is in workable state, I'll be good to go. Diving in head first and messing around with stuff is how I learn, and I've glanced over the code and it seems like something I can unravel given time. I just need a little help understanding the compiling part of it.
Post edited May 01, 2012 by jefequeso
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jefequeso: I was hoping that I'd be able to start messing around with Ken Silverman's Voxlap engine, but upon downloading it I've found that it's not even in a condition where it could be compiled without jumping through a slew of hoops that I don't understand. Is there any code savvy person who could help me understand what I need to do to get the code running in Visual C++ 2010 Express? I mean, literally... I just want to get it in a compilable state, so I can even begin trying to figure out how it works and how I'd be able to use it.

I could try to explain everything, but it would probably be easier if you took a look for yourself here (http://www.advsys.net/ken/voxlap/voxlap_src.zip). readme.txt tries to explain how to compile the code, but frankly I don't even know where to begin. So is anyone willing to take a look and help guide me?

Summary: HEEEEEEELP!!!
6.0 and .net are highly incompatible. The syntax is very different. You'll need to get 6.0 and it ain't super cheap. Used version is $99 at Amazon (C++ 6.0 Pro).

It might work with any number of free C compilers. But you're looking at a steep curve for putting that together.

According to the details of the readme file, it was made in 2011 and this guy said that he was able to find a working compiler on the MS webpage. It might still be there. He used 2003.

Like the others said, I'd start somewhere else. I've looked for books and good modern learning sites, and I don't see anything that's at a place that I'd start.

If you want to do it on your own and you don't care to have any real awesome results, you could probably mess around with Dark Basic and make an engine. My brother made one with DB (not pro, even) years and years ago.

Otherwise, you can play with this one you've linked to, but it'll take some time and probably some money just to see if you can get it to work.
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Bapabooiee: I can understand the sentiment of trying to get it to compile, and *then* messing with it, as it's easier to learn something when it's in a working state. But in this instance, I don't think it's a good idea to jump head-first into a codebase like that without even knowing the basics.

I'd recommend looking-up and following some C tutorials (Fenixp is correct; the code is C, not C++) until you get the basics down. And after that, maybe someone'll be willing to help you out with any questions you might have, because at this point, there's not much anyone can do short of teaching you how to program in C (which would be far too out-of-scope).
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jefequeso: Well, the problem here isn't so much that I don't know C (the readme says that using visual C++ should work, I think). I've done a lot of programming before, in several different languages (including a little C++). The problem is that I've done very little work with compilers, and Ken's expecting a very advanced knowledge of compiling. I suppose that I could spend a year or so learning everything I can about compilers... but having someone help me out would be far easier, and far more likely not to turn me off of the project. Usually I'm pretty good at figuring these things out myself, but in this case there isn't anywhere I can find to even start. Honestly, once the code is in workable state, I'll be good to go. Diving in head first and messing around with stuff is how I learn, and I've glanced over the code and it seems like something I can unravel given time. I just need a little help understanding the compiling part of it.
Well, depending on what you're trying to learn/accomplish C/C++ knowledge may not help you a lot here. There's a lot of assembly (inline and masm) in this code. There's some pretty advanced stuff going on in there.

That said, I ran the executable(s) that came with it. Pretty neat, I don't often see voxels being animated.

Brought back a lot of memories... mostly painful... for me.
Post edited May 01, 2012 by TapeWorm
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jefequeso: Well, the problem here isn't so much that I don't know C (the readme says that using visual C++ should work, I think). I've done a lot of programming before, in several different languages (including a little C++). The problem is that I've done very little work with compilers, and Ken's expecting a very advanced knowledge of compiling. I suppose that I could spend a year or so learning everything I can about compilers... but having someone help me out would be far easier, and far more likely not to turn me off of the project. Usually I'm pretty good at figuring these things out myself, but in this case there isn't anywhere I can find to even start. Honestly, once the code is in workable state, I'll be good to go. Diving in head first and messing around with stuff is how I learn, and I've glanced over the code and it seems like something I can unravel given time. I just need a little help understanding the compiling part of it.
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TapeWorm: Well, depending on what you're trying to learn/accomplish C/C++ knowledge may not help you a lot here. There's a lot of assembly (inline and masm) in this code. There's some pretty advanced stuff going on in there.

Brought back a lot of memories... mostly painful... for me.
Damn. I knew that my ineptitude as a programmer would eventually stunt my game design growth.

And I really wanted to do a voxel FPS, too... oh well. I suppose I should put that energy toward Swamplands anyway.
Woah, that code is a tad rad. Wouldn't recommend it for a first foray into ANSI C territory ... old C is radically, radically different from modern C++ / C# / .NET.
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stonebro: Woah, that code is a tad rad. Wouldn't recommend it for a first foray into ANSI C territory ... old C is radically, radically different from modern C++ / C# / .NET.
Yeah... I guess this isn't going to work. Maybe once I've started making money off my 2d games, I'll be able to hire someone who can help unravel this sort of thing.

Most frustrating part is that several other individual designers have managed to design games with this engine (Ace of Spades and Voxelstein).
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stonebro: Woah, that code is a tad rad. Wouldn't recommend it for a first foray into ANSI C territory ... old C is radically, radically different from modern C++ / C# / .NET.
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jefequeso: Yeah... I guess this isn't going to work. Maybe once I've started making money off my 2d games, I'll be able to hire someone who can help unravel this sort of thing.

Most frustrating part is that several other individual designers have managed to design games with this engine (Ace of Spades and Voxelstein).
2D stuff is great and underrated. Some of the best games I've played have been 2D. Got link to your stuff? I have a diseased fascination with 2D games/code.
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jefequeso: Yeah... I guess this isn't going to work. Maybe once I've started making money off my 2d games, I'll be able to hire someone who can help unravel this sort of thing.

Most frustrating part is that several other individual designers have managed to design games with this engine (Ace of Spades and Voxelstein).
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TapeWorm: 2D stuff is great and underrated. Some of the best games I've played have been 2D. Got link to your stuff? I have a diseased fascination with 2D games/code.
http://www.petesqbsite.com/downloads/Spy.zip
very VERY old game I made when I was like... I dunno... 13, maybe? Packed full of features including multiplayer and a level editor. Gameplay was a little sketchy, though. Plus, ASCII graphics. Includes the source, if you're interested. Actually, I haven't looked at this game in FOREVER. *starts it up again for old time's sake*

http://sandbox.yoyogames.com/games/92089-david-szymanskis-frenzy
First game I did using Gamemaker Lite, many years later (about 4 years ago at this point). Controls are completely wacko, gameplay is a mite unbalanced and unpolished, and there's no sound. But it does show my almost frightening obsession with destruction and weapon effects.

http://sandbox.yoyogames.com/games/164202-nurf-nerfus-and-the-great-dungeon-shootout
Second game I did, about a year or two ago. This one turned out a lot better, with a full musical score (composed by me), sound effects, a story, tighter gameplay, more variety, and more fluid controls. Visuals are a mite repetitive, and the balance still isn't quite perfect, but I'm still pretty proud of it. Did a little work on a sequel which was going to be a strange mash-up of Super Mario and John Woo. Even in its currently uncompleted state, it's an absolute rush to play, and features some of the most detailed weapon effects I've ever done (I think there was something like 70 separate types of debris). I'll probably either re-do it or finish it someday. I think it could be a huge success.

http://swampgame.blogspot.com/2012/03/what-is-swamplands.html
What I'm working on right now. This is actually my third attempt to realize this same basic idea. Let's hope it actually ends up being released this time :P

I did a little FPS as well, which can be bought here (http://www.indievania.com/games/pit-bite-sized-shooter) if you're interested.

Ever since I was young, though, I've always wanted to do a really big, impressively destructive FPS. Still waiting to realize that dream.
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Fenixp: I've got heaps of work now combined with Call of Pripyat, but if no one does before that, I'll try to help you when I'm finished with it. And by the way, that's C, not C++.
Nope, read the readme file:
compile all files as .cpp (I incorrectly use .c to save typing :)
You'll also note as you read the file that this guy appears to be deliberately making it as difficult as possible to actually compile the code. There is nothing standard about any of his methods.
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Wishbone: I've got heaps of work now combined with Call of Pripyat, but if no one does before that, I'll try to help you when I'm finished with it. And by the way, that's C, not C++.
I wasn't really looking for extensions or readme, I peeked at the code. But now that I'm reading it it's a weird mix of the two, using syntax from both C and C++ without objects, but with gotos thrown into the mix (You know, just to make it even more obscure)
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jefequeso: ...
Someone is writing C++ tutorial ... you know ... Just saying :-P
Post edited May 02, 2012 by Fenixp
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jefequeso: ...
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Fenixp: Someone is writing C++ tutorial ... you know ... Just saying :-P
And he is really good at it!

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jefequeso:
I could be (terribly) wrong, but maybe JMONKEYENGINE 3.0 is the thing that you are looking for. But its in java.
Post edited May 02, 2012 by Bodkin
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Fenixp: Someone is writing C++ tutorial ... you know ... Just saying :-P
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Bodkin: And he is really good at it!

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jefequeso:
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Bodkin: I could be (terribly) wrong, but maybe JMONKEYENGINE 3.0 is the thing that you are looking for. But its in java.
That looks like a great engine, and maybe something I'd use in the future. Only problem is, I would need an artist/modeler, since I'm horrible at both of those. In this case, I was really hoping to use a voxel engine, to make use of the destruction and ease of visual design.

Thanks, though



Reply from Ken:

"Yes, [Visual C++ 2010] should work. Any version of Visual C after 6.0 should be fine and you don't need to spend any money. What is not mentioned in my Voxlap readme is Microsoft now distributes the Windows Platform SDK separately from the compiler. That includes WINDOWS.H and friends. Also, you'll need to get the DirectX SDK if you haven't already. I suspect you might need some files from DirectX 9.0 or below because I use DINPUT.H or DSOUND.H, which is no longer included.

Unfortunately, you cannot switch to a different brand of compiler because I use inline assembly syntax that is specific to Visual C. Porting that would be hell, even for me."

Still doesn't explain how to get the darn thing to compile, but at this point it sounds like I'm fighting a losing battle anyway.

Anyone know of any other free voxel engines? :P
Post edited May 02, 2012 by jefequeso