C++ :: Game Engine - Linking Error On MinGW

Aug 6, 2013

I want to write a game engine with MinGW and Code::blocks ide

[URL] ....

This is my project's source code

[URL] .....

This is the build log.

I can't code it here, because it's two large to add the characters!

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C++ :: Game Engine - Finding A Constructor

Mar 18, 2013

I'm making a small game engine and have a project in Code::Blocks for it, and a project to test it out. The thing is that my test program won't find a constructor from the engine. Here's my code:

Game Engine, Screen.hpp

#ifndef SCREEN_HPP_INCLUDED
#define SCREEN_HPP_INCLUDED
#include "SDL.h"
namespace myeng {
class Screen final //This class doesn't need to be derived from

[Code] ....

I have my engine project correctly linking to the SDL dlls and the test project linking to the engine dll and the SDL dlls. The errors are:

objDebugmain.o||In function `SDL_main':|
C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|12|undefined reference to `myeng::Screen::Screen(int, int)'|
C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|16|undefined reference to `myeng::Screen::~Screen()'|
||=== Build finished: 2 errors, 0 warnings ===|

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C++ :: Create 3D Game Engine With OpenGL?

Jul 19, 2013

What i'm trying to do is create a 3d game engine with opengl and i want to be multi platform. I'm trying to use code-blocks for this reason but i'm having trouble setting up opengl for code-blocks

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C++ :: Game Engine - Instancing A Class Via Constructor

Apr 23, 2013

I'm making a little "game engine" for a Rogue-Like game series I'll develop beside a friend. This "game engine" was programmed originally in ms-dos batch 6 years ago by me, and was evolving since. It have a VB6 version, a VB .net version, and a Python version... lately a C++ version following the same method of the first stable release of ms-dos batch (isn't weird?). As you can see, is a mere hobby.

Well, I have 1 headers for my C++ version of the engine, in that *.h file I have 2 classes (for now). The first class, and maybe the most important one, contains the code of the map handling (drawing, verification, creation, modification etc.) and the second one is the Object class, which code the "actors" or "npc" basic functions as movement, coloring, instancing etc...

The second class depends of the first class to function, because the first class is the responsible of displaying all inside the map.

The problem is that the class Object needs an instance of the class Map where the Object will be, but... that's the problem, the code seems right, but when is about to run it crash reporting a "No matching function for call to 'Map::Map()'" in the line 91 of AGE.h (that's the Object class constructor)... and its all.

So, this is the code of the main header that contains these classes:

#include <iostream>
#include <stdlib.h>
#include <conio.h>
#define Up 0
#define Down 1
#define Left 2

[Code] ....

A simple code that uses "AGE.h" for test purposes...

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C++ :: Error Linking VOCE Library In QT?

Jan 17, 2014

I am trying to use the C++ version of VOCE voice recognition API. It is an API built in Java, with support to C++ as well.

It works totally fine when I am working with VC2010. In vc2010 I have put all the necessary include files in the Vc++ Directories->Include Directories, and the library D:Program FilesJavajdk1.7.0_45lib in Linker->Additional Library Directories, and i added jvm.lib in Linker->input And everything works great

However, whenever I am trying to execute it in Qt, I am getting the error:

Code:
thread.obj:-1: error: LNK2019: unresolved external symbol __imp__JNI_CreateJavaVM@12 referenced in function
"void __cdecl voce::init(class std::basic_string<char,struct std::char_traits<char>,
class std::allocator<char> > const &,bool,bool,class std::basic_string<char,struct std::char_traits<char>,

[Code] ......

This is my .pro content:

Code:
QT + = core gui
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
TARGET = ProjectX
TEMPLATE = app

[Code] .....

How can I get rid of this error? I am using QT, the latest version which use the Visual c++ 2010 compiler.

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C :: Access C++ Objects By Using Wrapper And Externals - Linking Error

Feb 13, 2013

My goal is accessing c++ objects within c by using wrapper and externals. To get the pointer to the c++ object I use a type "void *".

But i get an error while linking: undefined reference to "create_mycpp".

Should I take an other way to access c++ objects?

Code:
//-------------------------------------
//mycpp.cpp
#include "mycpp.h"
Mycpp::void func(int i)
{
i += 1;

[Code] ....

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C++ :: Application That Has One Static Library Dependency - Linking Error

Feb 16, 2012

I am trying to build an application that has one static library dependency, however I am getting this error when linking:

1>ClCompile:
1> All outputs are up-to-date.
1>LINK : fatal error LNK1104: cannot open file 'TestWrapperLib.obj'

Why I might be getting that? I have the .lib in the depends line, and the directory where it is at in the include line.

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C++ :: Program To Convert From Fahrenheit To Celsius - Linking Error?

Jan 6, 2013

So here is the program:

//Program to convert from Fahrenheit to Celcius
#include <iostream>

double fahrenToCelsius (double t);
//precondition:
//t is a valid tempreture in Fahrenheit
//postcondition:
//returns equivalent temp. in Celcius

[Code] .....

And here is the problem:
[Linker error] C:UsersOwnerAppDataLocalTempcckex8SZ.o:fahrenToCelsius.cpp: (.text+0x3d): undefined reference to `fahrenToCelsius(double)'
collect2: ld returned 1 exit status

I'm suspecting the program maybe that I saved it wrong? I saved it as fahrentoCelsius.cpp inside the folder "Work" ( I created this folder) which is inside the folder "Dev-cpp".

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C++ :: Allegro Shooter Game Error

Jan 19, 2014

I started making a shooter game where enemies appear randomly and you have to shoot them. Everything works fine except sometimes whenever a bullet hits an enemy an error comes up that says "Expression: vector subscript out of range". It doesn't happen every time there is a collision, which confuses me. Here is the collision of the bullets with enemies.

for (unsigned int i = 0; i < bullets.size(); i++) {
if (bullets[i].type == 1) {
for (unsigned int j = 0; j < enemies.size(); j++) {
float distance = sqrt(pow(bullets[i].x - enemies[j].x, 2) + pow(bullets[i].y - enemies[j].y, 2));
if (distance < bullets[i].radius + enemies[j].radius) {
bullets.erase(bullets.begin() + i);
enemies.erase(enemies.begin() + j);
} } }

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C++ :: How To Set Stack Size With GCC MinGW

Jun 3, 2014

I'm following a course with coursera (algorithm 1) and my program for the assignment crashes inexorably (many are experimenting the same thing there, the assignment asks for a recursive program for solving a big graph of 500000 nodes). I'm using a version of g++ from MinGW with the editor Geany and windows7. The current setup is:

g++ -std=c++11 -Wall -c "%f"
g++ -std=c++11 -Wall -o "%e" "%f"

How can I set the stack 'unlimited'?

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C++ :: Checkers Game - Expected A Statement Error

Dec 4, 2013

im making a checkers game but i keep getting a 'expected a statement' error on the first 2 'else's

void Initialise(){
for(int row=0; row<3; row++) {
if(int row=0<3)
//player 1 pieces
string player = "Player 1";
for(int col=0; col<8; col++)

[code]....

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C++ :: MinGW And Export Link Libs?

Jan 5, 2012

I'm building an app using VC++. The app links to a DLL built using TDM-GCC (which uses MinGW I think). Obviously, the DLL comes with a link lib.

If the lib is linked to another MinGW app, the DLL functions get found by name. So if the DLL builder updates his DLL, the MinGW app carries on working.

However, if the same lib is linked to a VC++ app, the functions get found by ordinal value. But MinGW doesn't seem to have any means of guaranteeing that a later build of the DLL will use the same numbering scheme. So his new DLL will break the pre-existing VC++ app that used it.

In VC++ this problem could be solved by using a DEF file but that doesn't seem to work in MinGW. So my question is:- can a DLL built with MinGW be somehow instructed to export its functions only by name - or at least to export them so that any other compiler will import them by name and not by ordinal numbers?

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C++ :: Making Static Library With MinGW

Jul 5, 2012

There is a file compressor called FreeArc (that has GPL code) and a sub project called Unarc (meant for file extraction only) that is free for any use.

Their source codes can be downloaded from here: [URL] ....

Unarc has a makefile for making a dll. I am trying to make it static instead (.a file), using MinGW, but am failing.

If I use the .o files compiled by the makefile to make one .a file, the decompression methods don't seem to be recognized as they should, so I can't extract anything. These decompression methods are added through static functions called withing the .cpp files of each method, so I guess their code is not being executed.

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C++ :: Undefined Reference With Mingw (template Usage)

Apr 10, 2014

I am wondering why ToStr throws me this error. I am using mingw64 and codeblocks.

Code:

E:JackyDocumentsCode Blocks ProjectsPerfectSimXmain.cpp|35|undefined reference to `std::string ToStr<int>(int const&)'|

Code:
for (int i = 0; i < NO_CAMS; i++) {
std::string filename("E:/Jacky/Documents/Code Blocks Projects/PerfectSimX/Data/Cam");
std::string restFileName(".cam");
filename += ToStr(i);

[Code] ....

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C++ :: Accessing Symbols In Application From Within Dynamic Library MinGW

Apr 17, 2013

I am porting an application from Linux to Windows. Since it is a GTK app most of the stuff works; I have to touch a little here and there. One problem though I cannot find the solution as it seems. The application uses a plugin system for easy expandable functionality. The interface to the plugin is very simple: an init function, a worker function, and a deinit function. The plugins shall have access to the main applicationsymbols (functions global variables). I cannot find a working (and feasible) way under Windows to make the linking work. I always get "undefined reference" errors for symbols which exist in the application. I am using MinGW 4.6.2. I made a stripped down demo application to be able to better (and faster) test the principle. I am using the dlfcn-win32 project from Ramiro Polla [URL]... for the dynamic loading stuff and it works like a charm.

Here is the project:
plugintest.tar.gz
plugintest.zip

It tried a number of commandline options to the linker for the application (--export-all-symbols, --export-dynamic, -rdynamic (apparently not supported in MinGW)) as well as for the shared objects (--allow-shlib-undefined, --enable-auto-import, --enable-runtime-pseudo-reloc).

As you can see in the provided makefile under Linux it is just "-shared" for the .so. Under Mac OS X (Darwin) it is "-bundle -bundle_loader <app name>".

Either it is a different configuration / environment or I must have overlooked something. How to do this and if it is even possible in Windows?

Here is a .zip archive of the dlfcn stuff with modified makefile, which works on the cmd.exe command prompt; MSYS is not required. Just adjust the MinGW installation path in config.mak and type 'make" and 'make install'. dlfcn-win32-r19.zip

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C :: Random Number Game - Segmentation Fault (core Dumped) Error

Jun 25, 2013

Ok, so doing an assignment for a random number game where you guess and it says too high or too low until you get it right or run out of tries. Here is what I got so far:

Code:
//Cameron Taylor

#include<stdio.h>
#include<stdlib.h>
#include<time.h>

int main(){
srand(time(0));
int number = rand()%100+1;;
int guess, numberGuess;

[Code] ....

Getting "Segmentation fault (core dumped)" after inputting the first number, but it compiles correctly.

I later have to add "Do you want to play again (y/n)", so I will use this post to continue that later.

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C++ :: Drag And Drop 3D Engine

Nov 16, 2013

How to create a 3D Drag and Drop Game Engine?

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C++ :: Simplest 3D Physics Engine

Jan 18, 2013

What is the simplest 3D physics engine that you have used, that works well?

All I need to be able to represent is a spherical ground (planet), one or more tetrahedrons, with 1 or 0 cylinders coming out of each face, which might connect to other tetrahedrons. The tetrahedrons and cylinders have weight and can rotate around their connection point in 1 direction.

Basically, they are simple digital robots that need to walk around, so I don't need something with the complexity of Havok or Newton.

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C++ :: Installed Cygwin - Mingw Install Required In Order To Use DirectX?

Jan 20, 2014

Goal: I want to use cygwin g++ to write DirectX applications.

I know that one of the mingw packages contain directx libraries.

Now that I have installed cygwin, can I use directx also?

BTW, does netbeans open a mingw project using cygwin tool chain?

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C# :: Program Design - Database Search Engine

Apr 12, 2014

I am building a semi-complicated program and the focus of it will be on the search engine. The current plan is for it to search an online database after keywords and receive a list of responses organized by relevance.

I want to minimize the stress on the server by handling as much of the process on the client side as possible so I wonder how best to split up the tasks.

So far my idea is to have the client send the search term to the server who then compare it with its registry. Collecting the 30 or so most relevant hits it sends it back along with additional information from each entry. Requesting additional hits will be decided by sending a simple int value telling which page its filling up.

Simple example:

"Search word" gets processed by the client to account for spelling errors, context etc (based on what I can implement by myself). An Int value gets added (0 for page 1, 1 for page 2 etc...). The request gets sent to the server who can immediately run the search without processing the search word since that was handled in the client. It locates hits and order them by relevance then send out the information batch decided by the Int.

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C :: Laser Project Tile Engine Doesn't Work

Aug 27, 2013

I should reduce the number of bitmaps I used in my code. I translated my particle engine into code that could be compiled as plain standard C

Currently, the code has a segmentation fault somewhere that I can't figure out. How it should function is that it takes orders from a queue for new lasers to store the instances in a linked list. It then takes that data and updates its coordinates, one node at a time. The first node should also be the first node to complete its life, so it gets removed, and the list is set to the next node in memory. If there are no more nodes left, a if-statement should catch it and either break the current loop, or wait for more items to be requested. If there are nodes left, the process will continue to remove the first node in the list until there are none left. Obviously this is not quite how it works. When I tested in once in SDL, the laser would update every 5 frames, but wasn't shown constantly, and would crash after the node was to be disposed of. When I initialize with the SDL parachute, it would exit before I event saw the screen. Also, the code I translated to standard C will display that the laser has been updated to the screen, but it never says that it has moved up. It crashes after about 4 printf() statments execute. My debugger has been giving me mixed SIGTRAPS, and "nothing is wrong" output. Here is the code in standard C:

Code:

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define MAX_LASER_QUEUE 10
}

[code]....

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C++ :: Ioquake3 Engine - Accessing Limited Struct Fields

Feb 29, 2012

I'm currently working on the ioquake3 engine . The ioquake3 engine is separated into 2 different main threads at runtime: the gamecode and the engine. Both are communicating but not all information and my problem resides here.

In the gamecode, there's a struct called gentity_t which contains a lot of fields:

Code:
typedef struct gentity_s gentity_t;
struct gentity_s {
entityState_ts;// communicated by server to clients
entityShared_tr;// shared by both the server system and game
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
struct gclient_s*client;// NULL if not a client

[Code] ....

This whole entity is passed to the engine at runtime, but only the first two fields are declared for the engine:

Code:
// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
typedef struct {
entityState_ts;// communicated by server to clients
entityShared_tr;// shared by both the server system and game
} sharedEntity_t;

My problem is that I need to access the health field of gentity_t from the engine. Technically, this is possible, but the health field is not declared in sharedEntity (which is the same memory address than gentity_t in the gamecode), so this is not straightforward.

I am looking for an elegant way to do this, and my constraint is that I must not edit the gamecode, only the engine.

The solutions I've thought:

- Just copy the whole gentity_t fields into sharedEntity_t. This would work I think but would be redundant, and I would like to avoid copying this huge set of fields.

- Include the two headers files declaring the gentity_t and sharedEntity_t structs, and create a Getter and a Setter functions that would cast a gentity_t over a sharedEntity_t and return/set a field. The problem is that I can't simply include them because they are both including some common headers files and this produce a recursive include error (and I can't modify the files to add a check, these are normally in the gamecode).

- Directly access the health field using a clever memory pointer, but I don't even know if that's possible given the huge number of fields prior health with many different types?

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C++ :: Game Design Practice For Accessing Container Of Game Objects

Dec 21, 2014

I'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.

The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.

How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?

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C++ :: Program For Calculating Total Price Of Game Station And Game

Sep 13, 2014

I would like to make a program for calculating the total price of a game station, and a game. I made a program like this for just the price of a game in class, but I want to make one that does the game system as well.

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C++ :: Explicit Linking Of DLL

May 22, 2014

I am working on Explicit Linking of a DLL to an executable. But, when it comes to application, I have some troubles.

1) I try to export a class using C Language approach. (I would ask for other approaches later).

My dll project as follows:

dllmain.cpp
// dllmain.cpp : Defines the entry point for the DLL application.
#include "stdafx.h"

BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved

[code]....

2) Related with the question above, what is the best way to provide a "pure" explicit linking? How can I explicitly link a dll without introducing the corresponding .lib and without including the dll's header file?

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C++ :: Linking / Mixing For Loops?

Mar 8, 2013

i am trying to write program that prints out full lyrics to 99 bear song. Hoping for explanation or anything

The output would have to look like:

99 bottles of beer on the wall, 99 bottles of beer.

Take one down and pass it around, 98 bottles of beer on the wall.

My try below:

Code: #include <iostream>
using namespace std;
int main()
{
for(int i=99; i>=0 ;i--)
cout << i <<""<< " bottles of beer on the wall, "<<i<<" bottles of beer."<<endl;
for(int j=98; j>=0 ;j--){
cout <<endl;
cout << "Take one down and pass it around," <<j<<" bottles of beer on the wall."<<endl;
}
return 0;
}

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