ginkgo / pink-pony Goto Github PK
View Code? Open in Web Editor NEWPink Pony is a 3D racing game with ponies!
Home Page: https://ginkgo.github.io/pink-pony/
Pink Pony is a 3D racing game with ponies!
Home Page: https://ginkgo.github.io/pink-pony/
Looks like program uses correct sound device, but no any sound in my loudspeakers.
What's the problem could be / how to fix it?
bash-4.2$ lsof | grep /dev/snd/
kded4 3042 dinobot 35u CHR 116,11 0t0 8104 /dev/snd/controlC0
amarok 3252 dinobot mem CHR 116,9 8102 /dev/snd/pcmC0D0p
amarok 3252 dinobot 13r CHR 116,33 0t0 2106 /dev/snd/timer
amarok 3252 dinobot 14u CHR 116,9 0t0 8102 /dev/snd/pcmC0D0p
kmix 3262 dinobot 11u CHR 116,11 0t0 8104 /dev/snd/controlC0
Pony 21182 dinobot mem CHR 116,9 8102 /dev/snd/pcmC0D0p
Pony 21182 dinobot 12u CHR 116,9 0t0 8102 /dev/snd/pcmC0D0p
bash-4.2$ ldd Pony | grep SDL
libSDL_mixer-1.2.so.0 => /usr/lib64/libSDL_mixer-1.2.so.0 (0x00007ff4623aa000)
libSDL-1.2.so.0 => /usr/lib64/libSDL-1.2.so.0 (0x00007ff4620f3000)
Hi,
I'm trying to package pink-pony for Arch Linux. The official version of GLFW for Arch is 3.1.1.
My attempt to add full GLFW3 support was not completed, but this is what I've got so far:
libglfw
should be changed to glfw3
in SConstruct
.GLFW/glfw3.h
should be used instead of GL/glfw.h
in src/cinquo.hh
and external/flextGL/flextGL.c
.src/cinquo.hh
should include GL/glu
src/Config.cc
should include GLFW/glfw3.h
GLFW_FULLSCREEN
and GLFW_WINDOW
should not be usedSee this document for more information about making the transition from GLFW 2 to 3: http://www.glfw.org/docs/3.0/moving.html
Please support GLFW3.
Best regards,
Alexander F Rødseth
The water is now looking great, which makes the sand and grass looks ugly.
It would be awesome to have 3D grass (like this for instance : http://youtu.be/qUuAHDixHMk ).
Sand could have some particle effects when walked on so that it seems some sand goes into dust under pony hooves.
Water splash would be good too.
The start of the trail is too sharp and is beneath the pony without any particular reason.
It should start behind the back legs in a nicer way so that we don't see this sharp start.
compilation terminates with:
In file included from /usr/include/sigc++-2.0/sigc++/signal_base.h:27:0,
from /usr/include/sigc++-2.0/sigc++/signal.h:8,
from /usr/include/sigc++-2.0/sigc++/sigc++.h:86,
from src/Widget.hh:10,
from src/Menu.hh:11,
from src/Menu.cc:1:
/usr/include/sigc++-2.0/sigc++/functors/slot.h: In instantiation of 'static T_return sigc::internal::slot_call1<T_functor, T_return, T_arg1>::call_it(sigc::internal::slot_rep_, int) [with T_functor = sigc::bound_mem_functor1<void, Menu, int>; T_return = void; T_arg1 = int]':
/usr/include/sigc++-2.0/sigc++/functors/slot.h:144:37: required from 'static void_ (* sigc::internal::slot_call1<T_functor, T_return, T_arg1>::address())(void_) [with T_functor = sigc::bound_mem_functor1<void, Menu, int>; T_return = void; T_arg1 = int; sigc::internal::hook = void_ ()(void)]'
/usr/include/sigc++-2.0/sigc++/functors/slot.h:543:90: required from 'sigc::slot1<T_return, T_arg1>::slot1(const T_functor&) [with T_functor = sigc::bound_mem_functor1<void, Menu, int>; T_return = void; T_arg1 = int]'
/usr/include/sigc++-2.0/sigc++/functors/slot.h:1273:26: required from 'sigc::slot<T_return, T_arg1, sigc::nil, sigc::nil, sigc::nil, sigc::nil, sigc::nil, sigc::nil>::slot(const T_functor&) [with T_functor = sigc::bound_mem_functor1<void, Menu, int>; T_return = void; T_arg1 = int]'
src/Menu.cc:448:61: required from here
/usr/include/sigc++-2.0/sigc++/functors/slot.h:136:72: error: 'operator()' not defined
return (typed_rep->functor_).SIGC_WORKAROUND_OPERATOR_PARENTHESES<type_trait_take_t<T_arg1>>
^
scons: *** [src/Menu.o] Error 1
IlmBase appears to have been renamed OpenEXR, and Imath has been removed: AcademySoftwareFoundation/openexr@53a67aa
I discovered this when attempting to fix a build failure on OpenSUSE as part of vGHC 2021's Open Source Day & wanted to give this project a heads up in case anyone wants to update to replace Imath (or go fix Imath within openexr)
This has long been a question among my peers.
.pmesh and .pskeleton are unfamiliar formats to me. Should these be changed? Thanks!
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