OgreOde on OS X

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
zibba
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Post by zibba » Tue Sep 21, 2004 1:56 pm

monster wrote:Cool, is there any difference in performance?
I've done some unscientific comparisons between std::map and stdext::hash_map. By looking at the FPS counter in the demo (eg Chain) it doesn't seem to be different. My guess is that the number of objects in the container isn't large enough to make much of a difference between the 2 search algorithms. I guess there's more time spent doing Ode calculations per object than doing searching. It would be interesting to use something like Apple's Shark to optimise Ode...

btw, has anyone got native Xcode project files (not upgraded) rather than these legacy Project Builder ones???
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temas
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Post by temas » Tue Sep 21, 2004 4:37 pm

I'm working on fully native build setup right now.
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thegame
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Post by thegame » Tue Sep 21, 2004 5:40 pm

This could mean that the path is wrong to the OgreOdeTest.zip which should be in Samples/Media/packs. There's a path defined for this in OgreOdeTestApplication.h (~line81)
well thats not the case, i think. OgreOdeTest.zip seems to be in the correct place, coz I get this :

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Zip Archive codec for ../../Media/packs/fresneldemo.zip created.
Zip Archive codec for ../../Media/packs/OgreCore.zip created.
Zip Archive codec for ../../Media/packs/ogretestmap.zip created.
Zip Archive codec for ../../Media/packs/skybox.zip created.
Zip Archive codec for ../../../Media/packs/OgreOdeTest.zip created.
Removing OgreOdeTest.zip immedietly gives me this :

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An exception has been thrown!
-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: Zip::load
Description: Zip archive ../../../Media/packs/OgreOdeTest.zip not found..
So that is defiently not it.I am trying to _trim_ the test application down so I can get something going :wink: , and probably know _exactly_ where it crashed.

Thanks anyway !
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zibba
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Post by zibba » Wed Sep 22, 2004 9:53 am

So that is defiently not it.I am trying to _trim_ the test application down so I can get something going :wink: , and probably know _exactly_ where it crashed.

Thanks anyway !
No worries it was worth a try. I'm wondering if you can run it in the debugger and get a stack trace when the exception occurs?
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zibba
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Post by zibba » Wed Sep 22, 2004 9:58 am

temas wrote:I'm working on fully native build setup right now.
Nice! :D If you need a tester let me know.
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thegame
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Post by thegame » Wed Sep 22, 2004 10:12 am

I'm wondering if you can run it in the debugger and get a stack trace when the exception occurs?
hmm I'll try to do that tonite. :idea:
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thegame
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Post by thegame » Wed Sep 22, 2004 2:17 pm

Ok, stepping over instructions in gdb points the culprit :

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(gdb) next

Program received signal SIGSEGV, Segmentation fault.
__gnu_cxx::hash<dxSpace*>::operator() (this=0xfe229033, x=0xa8bbe48) at OgreOdeWorld.h:74
74              {
line 74 is where the custom hash functions are defined

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71:    template<> struct hash<dSpaceID> 
72:    { 
73:        size_t operator()(const dSpaceID x) const 
74:        { 
75:            return hash<dSpaceID>()(x); 
76:        } 
77:    }; 
I think its a problem with the hash defines :wink: ,
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zibba
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Post by zibba » Wed Sep 22, 2004 10:53 pm

I think its a problem with the hash defines :wink: ,
:oops: I think I gave you bogus information. The 5 hash operators should look like this. Sorry!

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    template<> struct hash<dBodyID>
    {
        size_t operator()(const dBodyID x) const
        {
            return (size_t) x;

        }
    };
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thegame
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Post by thegame » Thu Sep 23, 2004 4:31 pm

It's Alive Its Alive :D
I think I gave you bogus information.
hey...It could happen to any of us :wink: , thanks a ton dude !!
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Post by eyevee99 » Mon Mar 21, 2005 6:13 am

Is there a native MacOSX/XCode 1.5 OgreODE project floating about?
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