Hi,
As a linux user (Ubuntu 13.10) and a "game engine hobbyist" I searched for a game engine that is fully featured and easy to use. Something like Unity3D but open sourced and linux compatible. I came across Urho3D and I decided to tried it. Once I build it (which is the main reason of my post here) I have to say that I was really impressed by the samples and the editor. Before, starting with some of the things I don't like in the build process I have two questions about Urho3D.
1-From what I saw the GUI looks similar to every others GUI written in OpenGL/DirectX. By this, I mean it is not really pretty (imho). I know this is a difficult topic and from what I know, every engine that aims to do neat things with GUIs end up to using other library to handle this. I think about scaleform, coherent ui, awesomium, librocket... So my question is : is there any plan to integrate a different UI in Urho3D ?
2-I saw that Urho3D doest not use OpenAL. So on what libraries it rely on each platform to provide sound features ?
So now, come back to the build process. Here how I processed to build it on the problem I encoutered :
I clone the github repo.
Then, I use cmake-gui on the CMakeLists.txt on the source folder. I think it's better to do this way that relying on a script as you have more control over things and it still remain user friendly. Using cmake-gui I made a build folder completey out of source. This is the problem I had :
1-a Urho3D.h was generated on my build directory (which is normal I suppose), But the folder it was in was not given to the include directories list for the compilation process and so I got compile erros (not for the engine, but for the samples). About this file, can't it be on the repository instead of being generated ? I am not such a fan of generating "source files" and that force you to have more directories to include when you compile.
2-The build parameters don't show up in the cmake-gui and they don't seem to have the default value corresponding to what is written in the wiki. It may be because I didn't use a script that call cmake with the wright options. Using the cmake syntax in the cmake's scripts: option(<option_variable> "help string describing option" [initial value]) make them visible in the gui. In my opinion, it should be better to prefix them with something like U3D_BUILD_CONF_ so they show up grouped in the cmake-gui.
3-The build process is not really out-of-the-source. For clarity let's say that my source folder (repository) is called A and I want my build to be in directory B. I expect the Urho3D library file (either static or dynamic), the samples executables, the generated documentation to be in the folder B.
With the library under B/lib, the samples in B/samples/sample_name and the documentation under B/doc. Instead, the lib an the samples ended up in A/Bin and the documentaion in A/Doc. This way, you are sure to not mix up source files and build files. Even if the .gitignore should provide protection against this it's still better to completely separe source and build.
I hope you will find my feedback usefull and if you want to see how "I fixed some of those issues" you might want to look on my repo here : https://github.com/codec-abc/Urho3D/
I am by no mean a CMake expert so don't think my modifications are well designed and robust.
codec-abc
|-DENABLE_ANGELSCRIPT=0|to disable AngelScript scripting supportApart that from not being very clear if AngelScript would be activate at 1 or 0 value, you don' t see it using cmake-gui while you can still modify "blindly". I didn't neither see any default value in the CMake scripts so it is hard to figure what will happen if you don't provide this argument to cmake (cli or not).
@weitjong : Sorry for the previous bad information. In fact in you want to build a cmake version of Urho3D out of source from command line you have to call cmake from the build directory. the --build parameter is for something else.For example, if you have this in your file system:/~-> /Urho3D (the github clone repo)-> /build
and you want the build to be in the directory "build" (sometimes I just feel like I am captain obvious) you just have to do : cd ~/build && cmake ../Urho3D/Source.Basically my travis script is something like : mkdir ../build && cd ../build && cmake (lots of options here) ../Urho3D/Source && make all && make test
So far I have 2 questions :1-I discovered travis-ci with weitjong's message. This seems nice and I plan to use it more for my next project. On the travis.yml of the repository there is a line secure: ST80PPq8cTIZ5WRgX4..... In the documentation it is written that it is environment variable that are encrypted. Is possible to know what that variable is ? Is it mandatory for the build system ?2-What are your positions on pull request ? I mean if I succeed on doing what I plan to do, will you accept a pull request ?
But you are welcome to prove me wrong. If it improves our current build process then for sure it will be accepted and merged.
[ 75%] Building CXX object Tools/Urho3DPlayer/CMakeFiles/Urho3DPlayer.dir/Urho3DPlayer.cpp.o
Linking CXX executable ../../Bin/Urho3DPlayer
../../Lib/libLuaScript.so: undefined reference to `Urho3D::HttpRequest::GetState() const'
../../Lib/libLuaScript.so: undefined reference to `Urho3D::HttpRequest::GetAvailableSize() const'
../../Lib/libLuaScript.so: undefined reference to `Urho3D::HttpRequest::GetError() const'
../../Lib/libLuaScript.so: undefined reference to `Urho3D::LOGIC_CATEGORY'
collect2: ld returned 1 exit status
make[2]: *** [Bin/Urho3DPlayer] Error 1
make[1]: *** [Tools/Urho3DPlayer/CMakeFiles/Urho3DPlayer.dir/all] Error 2