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-   -   [Announce] Lincity-ng (city building simulator) on extras-devel (https://talk.maemo.org/showthread.php?t=83647)

szopin 2012-04-21 11:16

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by misiak (Post 1195294)
Sure, I'll take a look at it during this weekend, but I can't promise I'll make it work. If there is desktop OpenGL rendering engine, I will try to port it to OpenGL ES 1.1 (it's easier for me, I hate writing shaders, etc.)

Will be very grateful, my 1h+ commute to work would turn into 1h+ of pure gaming awesomeness (hell, I might miss a bus stop or two)

Quote:

Originally Posted by misiak (Post 1195294)
5. Change this function calls to soething OpenGL ES compatible - but testing is still done on desktop PC, as it is much easier and faster to debug than compiling everything in scratchbox and uploading to my phone...

Does not compute, all my 'work' is done on device during abovementioned commute (with 4.6 gcc/++ thanks to Aapo). Still believe it is easier/faster to have the resulting binary ready to run once it compiles (sure for rewrites of large parts of the code desktop is nice I guess)

misiak 2012-04-21 11:46

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by szopin (Post 1195303)
Does not compute, all my 'work' is done on device during abovementioned commute (with 4.6 gcc/++ thanks to Aapo). Still believe it is easier/faster to have the resulting binary ready to run once it compiles (sure for rewrites of large parts of the code desktop is nice I guess)

LOL@your post count ;) I just prefer to make changes on my powerful desktop PC and check resulting binary anyway (if you take now the sources of lincity-ng for maemo - either Aapo's clean sdl version or my versinon and change only SDL_gles related stuff to SDL_opengl - it will compile and run fine on 64bit ubuntu virtual machine), for me it just speeds up development... in the final steps (when i'm compiling in scratchbox), i'm also checking every compilation on device, like in this case. I was trying to implement frame limit in opengl, but it looks like it is coded somewhere anyway (out of PainterSDL/PainterGL/PainterGLES classes), so it only made rendering more laggy look. But putting SDL_Delay(100) after each call to SDL_GLES_SwapBuffers() made my cpu usage go down to 25% ;))

AapoRantalainen 2012-04-21 13:04

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by misiak (Post 1195294)
There is however, in Extras testing, a version which supports more formats ( http://maemo.org/packages/package_in...5+0m5+ogg+mp3/ ), and it didn't uninstall any metapackages or anything on my phone with CSSU stable (someone reported it uninstalls maemo-fremantle-pr or however is this metapackage named) - is it just case of phones with Nokia's PR's?

CSSU users doesn't need to worry maemo-fremantle-pr, it is already uninstalled (without dramatic side-effects). There are one difference between 1.2.6-5+0m5+ogg+mp3 and 1.2.6-5+0m5+ogg+mp3-2: first one is using 'broken' libmikmod (it is for playing s3m/mod -audio). Broken means it makes zero length file to the directory where binary is, which means that directory must be user-writeable (which is not good, but can be handled if needed).

I do not know what is currently wrong with dependencies of lincity, I will check it before next release.

Quote:

Originally Posted by misiak (Post 1195294)
You changed default rendering engine to SDL anyway? Ok, the OpenGL can be turned on by using "-g" command line option anyway - I hope you didn't change that ;)

I added option to the settings (gui) to toggle between SDL and GLES. Command line "-g" is also working, and ~/.lincity-gn/userconfig.xml

I chose SDL to default, because it is more tested (at least by me).

Quote:

Originally Posted by misiak (Post 1195294)
Android Lincity required quite heavy rewrite I guess, as it's different language and must use different libraries...

Android can use c/c++, only start-wrapper must be java. And it must compile every library statically: check this https://github.com/kobr4/Lincity4dro...master/jni/src looks familiar?

misiak 2012-04-21 13:16

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by AapoRantalainen (Post 1195340)
CSSU users doesn't need to worry maemo-fremantle-pr, it is already uninstalled (without dramatic side-effects). There are one difference between 1.2.6-5+0m5+ogg+mp3 and 1.2.6-5+0m5+ogg+mp3-2: first one is using 'broken' libmikmod (it is for playing s3m/mod -audio). Broken means it makes zero length file to the directory where binary is, which means that directory must be user-writeable (which is not good, but can be handled if needed).

good to know about that bug, there is also version with "-2" in the end in extras-devel http://maemo.org/packages/package_in...0m5+ogg+mp3-2/ strangely, in extras-testing there is the same version but only for i386, not for armel :eek:
Quote:

Originally Posted by AapoRantalainen (Post 1195340)
I do not know what is currently wrong with dependencies of lincity, I will check it before next release.

Could you try adding "1:" in front of sdl mixer's version as i suggested in one of my previous posts?
Quote:

Originally Posted by AapoRantalainen (Post 1195340)
I chose SDL to default, because it is more tested (at least by me).

Ok, fair enought, you are the maintainer, i understand that.
Quote:

Originally Posted by AapoRantalainen (Post 1195340)
Android can use c/c++, only start-wrapper must be java. And it must compile every library statically: check this https://github.com/kobr4/Lincity4dro...master/jni/src looks familiar?

I know, I'm also Android developer, I thought maybe they have redesigned the interface and code to be more Android-friendly and Dalvik(-not-to-use-"java"-word)-integrated, but now I see they didn't. I feel awfully stupid that I've rewritten OpenGL code to OpenGL ES instead of using code from their repo :o

Estel 2012-05-02 17:35

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
AapoRantalainen, when we can expect OpenGLES version hitting repositories? @ 900 mhz, CPU still have much spare power (even when playing background music), so it shouldn't involve any slowdowns when processed on DSP, still providing *BIG* battery savings gain.

/Estel

AapoRantalainen 2012-05-03 06:31

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Lincity-ng-2.0-2maemo8, changes since last version:
* GLES(1) support by Bartosz Miskiewicz
- http://developer.berlios.de/bugs/?fu...&group_id=2929
* Icon for 'back' on load/save-menus
- http://developer.berlios.de/bugs/?fu...&group_id=2929
* Windowed version possible (not crashing, but not playable)
* Space=QueryTool
* Fasten startup time. Not loading resume game automatically
- http://developer.berlios.de/bugs/?fu...&group_id=2929
* Change "Start with empty board" to look more button (not text)
- http://developer.berlios.de/bugs/?fu...&group_id=2929
* Fasten setup_land()
- http://developer.berlios.de/bugs/?fu...&group_id=2929
* Scrollbars fixed (use up/down-buttons)
- http://developer.berlios.de/bugs/?fu...&group_id=2929
* Reorder layout of NewGame-menu
* Scaled background images manually
* Bigger buttons on help-menu
* Drop non-used datafiles (progressbar/progresswheel)

SDL is default, you can enable GLES with a) options, b) commandline parameter, or c) via configure file. I'm interested in to hear some reproducible statistics about CPU/mem/battery when GLES is used.


(Packaging) Game and data are not separated (yet) because datafiles are also changing from version to version (so both will be downloaded anyway).

misiak 2012-05-03 14:52

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by AapoRantalainen (Post 1201136)
SDL is default, you can enable GLES with a) options, b) commandline parameter, or c) via configure file. I'm interested in to hear some reproducible statistics about CPU/mem/battery when GLES is used.


(Packaging) Game and data are not separated (yet) because datafiles are also changing from version to version (so both will be downloaded anyway).

I think that changing from bazillions of textures to 1 big texture containing all images will speed thinks up, I will test it in a few days. Could you write something more about datafiles changes since last version?

edit: background music finally works :D

javispedro 2012-05-03 15:32

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by misiak (Post 1201342)
I think that changing from bazillions of textures to 1 big texture containing all images will speed thinks up, I will test it in a few days.

And then compressing that texture (called a texture atlas btw) with PVRTC.

However, the worst offenders for PVR performance is alpha testing/blending, which I bet you cannot turn off easily, so performance will always be abysmal.

AapoRantalainen 2012-05-03 18:24

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by misiak (Post 1201342)
Could you write something more about datafiles changes since last version?

*Changed: I made new background images, not only scaled, but reoriented some elements:
https://gitorious.org/lincity-n900/l...6c626eb4f9059d

*Added: Gles/SDL icons for options
https://gitorious.org/lincity-n900/l...19a30cfb529cb1
(data/images/mainmenu/settings/gles_renderer.png)

*Removed: Not install files images/mainmenu/progresswheel* (and progressbar*). They are not used.
https://gitorious.org/lincity-n900/l...8580932b3d4dd2

Quote:

Originally Posted by misiak (Post 1201342)
I think that changing from bazillions of textures to 1 big texture containing all images will speed thinks up, I will test it in a few days.

I have no ideas would it be faster. Are you thinking starting time (as images are loaded on start) or something else?

Estel 2012-05-03 19:07

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Are You sure, that OpenGLES renderer is working at all, in current version? Trying to enable it via GUI options or config file (/home/user/lincity-ng/userconfig.xml), I see *exacty* same CPU usage/battery consumption as with SDL. Game speed is also unaffected (not worse or better in any way). Same goes for memory consumption. Isn't it too much for a coincidence?

Also, if I enable GLES render via GUI, game indeed "restart", yet, upon closing and opening again manually, it's still in SDL mode. If I edit mentioned config file (/home/user/.lincity-ng/userconfig.xml), changing approriate option to "yes", after running game and entering menu, GUI still states that SDL is used.

As for 3th method, could You please write exact parameter? AFAIK lincity-ng is run through .sh wrapper. Should command be passed to wrapper, to executable itself, or the latter via wrapper insides?

/Estel

// Edit

I don't remember, how it looked in older releases, but it's also quite memory hog - it uses roughly 80-100 REAL memory, and almost 200 virtual one at all. It's probably justified, so I point it out just for the records.

AapoRantalainen 2012-05-04 04:01

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by Estel (Post 1201507)
As for 3th method, could You please write exact parameter? AFAIK lincity-ng is run through .sh wrapper. Should command be passed to wrapper, to executable itself, or the latter via wrapper insides?

Game is not started via wrapper, but menu-entry is pointing to the binary file /opt/lincity/games/lincity-ng. When started from terminal it will print which renderer it is using, e.g. OpenGL Mode 800x480.

This will start it in gles-mode:
Code:

/opt/lincity/games/lincity-ng -g
Config file should remember renderer settings. If not, it is bug, and I will try to catch it.

Estel 2012-05-04 05:27

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Even if I've OpenGLES set in config file, upon starting from terminal, it says about using SDL. It seems, that OpenGL isn't used in any case.

/Estel

// Edit

Haven't tried method with running -g parameter from terminal, only GUI settings and config file editing. Will try 3th tomorrow (today, but after sleep, so it's tomorrow :p)

// Edit

I've checked running it with command line argument /opt/lincity/games/lincity-ng -g and terminal still says "SDL Mode" upon running. So, currently, none of 3 methods works + setting via GUI reverts back to SDL upon game restart + editing /home/user/.lincity-ng/userconfig.xml to use OpenGLES is also reverted back to "no" after game start&close.

Seems, that OpenGLES is disabled totally as in previous versions. Maybe some code merge hickup occured?

AapoRantalainen 2012-05-04 19:04

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by Estel (Post 1201681)
Seems, that OpenGLES is disabled totally as in previous versions. Maybe some code merge hickup occured?

This might be the case, I will fix it on end of the week.

Estel 2012-05-04 20:32

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I hope that You don't get it as complaining or demanding? I'm just trying my best to provide valuable feedback.

Maybe it's unnecessary disclaimer, but lately, many people on TMO started to react little exaggeratedly, to posts that are not sugar-coated enough. Maybe it's just moon phase or something ;)

/Estel

misiak 2012-05-06 18:02

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by Estel (Post 1201681)
Seems, that OpenGLES is disabled totally as in previous versions. Maybe some code merge hickup occured?

I think it's because Aapo doesn't like me ;) Don't expect much speed gain now, as I said before, there are too many textures atm...

Quote:

Originally Posted by javispedro (Post 1201372)
And then compressing that texture (called a texture atlas btw) with PVRTC.

However, the worst offenders for PVR performance is alpha testing/blending, which I bet you cannot turn off easily, so performance will always be abysmal.

Thanks for the tip, I will try that. I'll see what I can do to speed things up, now even with GLES it's slow as hell...

Quote:

Originally Posted by AapoRantalainen (Post 1201479)
I have no ideas would it be faster. Are you thinking starting time (as images are loaded on start) or something else?

Drawing time - the less separate textures, the less time it takes to draw single frame. (easy trick - combine few small texture files into one big, speed gain should be noticeable)

AapoRantalainen 2012-05-09 12:07

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I appreciate every bug report.
I appreciate GLES-port.

I have big problems with GLES on autobuilder, and seems I can't solve it by myself.

Currently in extras-devel there are version -maemo11. When started from terminal it says: version 2.0-maemo11 without GLES, which means GLES-support is not compiled in.

inside scratchbox:
Code:

apt-get source lincity-ng
fakeroot dpkg-buildpackage
scp lincity-ng root@192.168.1.111:/opt/lincity/games/

And that version will say: version 2.0-maemo11 with GLES

So there are some difference between my environment and autobuilder, which I can't track down.

Log is here:
https://garage.maemo.org/builder/fre...ild.log.OK.txt

szopin 2012-05-09 19:29

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
The page http://maemo.org/packages/source/vie.../2.0-2maemo11/ looks somewhat different than other gles projects (for example: http://maemo.org/packages/source/vie...arty/0.5.91-2/ - libgles1-sgx-img-dev is fine here; http://maemo.org/packages/source/vie...ehegles/1.4.1/ - libsdlgles here fine; there were some other with red, but no bold+incompatible msg)

I mean this part saying incompatible when hovering over it:
libgles1-sgx-img-dev ([arm armel]), libsdl-gles1.2-dev ([arm armel])


Maybe compare their source/build instructions? If not that problem with jam(+gles?) maybe?
Building lincity on-device from 11v atm, will report how it goes

szopin 2012-05-09 19:43

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Finally finished compiling:

[3|user@Nokia-N900|~/dev/lincity]./lincity-ng
Starting lincity-ng (version 2.0-maemo11 with GLES)...
Couldn't add '/usr/local/share/lincity-ng' to physfs searchpath: File not found
[/home/user/.lincity-ng] is in the search path.
[/home/user/dev/lincity//data] is in the search path.
[/home/user/.lincity-ng] is the write directory.
Language is "en_GB".
fast = 9
SDL Mode 800x480
ERROR of degree -1:Error. Can't find LINCITY_HOME

With GLES it is indeed. Forgot to mention: works, music and all...

misiak 2012-05-09 19:49

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I think it is my fault, because patching jam config file was pain in the *** for me, you can even see in output log
Code:

checking for OpenGLES and SDL-GLES libraries... -lGLES_CM
instead of "yes" in the end... However, it states further
Code:

GL_LIBS ?= "-lGLES_CM -lSDL_gles  -L/usr/lib -lSDL" ;
, so gles libs are included... Then it compiles GLES code:
Code:

MkDir1 ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterGLES
C++ ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterGLES/TextureManagerGLES.o
C++ ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterGLES/TextureGLES.o
C++ ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterGLES/PainterGLES.o
MkDir1 ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterSDL
C++ ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterSDL/TextureSDL.o
C++ ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterSDL/TextureManagerSDL.o
C++ ./build/arm-unknown-linux-gnueabi/optimize/src/gui/PainterSDL/PainterSDL.o

, but again, in the end displays warning:
Code:

dpkg-shlibdeps: warning: dependency on libGLES_CM.so could be avoided if "debian/lincity-ng/opt/lincity/games/lincity-ng" were not uselessly linked against it (they use none of its symbols).
dpkg-shlibdeps: warning: dependency on libSDL_gles-1.2.so.0 could be avoided if "debian/lincity-ng/opt/lincity/games/lincity-ng" were not uselessly linked against it (they use none of its symbols).

Really strange... If you feel like modifying jam config, you may try to add "-lEGL" to GL_FLAGS (I won't have time untill weekend to provide a proper patch, just search for a place where I add -lSDL_gles and add it there, if you have more time during this week), now I see http://wiki.maemo.org/User:Javispedro/SDL-GLES lists it for GLESv1... But it's strange that it compiles with opengl es on your local computer and does not in autobuilder... edit: and compiles for szopin locally

edit2: are you guys using bash locally? it shouldn't make a difference when using "configure", but afaik autobuilder may use ash instead of bush, maybe it interprets something in other way than our computers do... or it's outdated versions of software are being stupid, who knows ;) I still bet it's my poor jam skills' fault.

szopin 2012-05-10 07:53

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Yup, bash here.

Been reading jam manfile and this part maybe is causing different build:
Code:

The scanning for header file inclusions is not exact, but it is at least dynamic, so there is no need to run something like makedepend(GNU) to create a static dependency file. The scanning mechanism errs on the side of inclusion (i.e., it is more likely to return filenames that are not actually used by the compiler than to miss include files) because it can't tell if #include lines are inside #ifdefs or other conditional logic. In Jambase, HdrRule applies the NOCARE rule to each header file found during scanning so that if the file isn't present yet doesn't cause the compilation to fail, jam won't care.
As in: doesn't find something on my device, still builds, finds something in autobuilder and result differs?

misiak 2012-05-10 08:15

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by szopin (Post 1204566)
Yup, bash here.

Been reading jam manfile and this part maybe is causing different build:
Code:

The scanning for header file inclusions is not exact, but it is at least dynamic, so there is no need to run something like makedepend(GNU) to create a static dependency file. The scanning mechanism errs on the side of inclusion (i.e., it is more likely to return filenames that are not actually used by the compiler than to miss include files) because it can't tell if #include lines are inside #ifdefs or other conditional logic. In Jambase, HdrRule applies the NOCARE rule to each header file found during scanning so that if the file isn't present yet doesn't cause the compilation to fail, jam won't care.
As in: doesn't find something on my device, still builds, finds something in autobuilder and result differs?

i think it would be good idea to check what happens if the compilation logic was changed to: if opengles check succeeds - compile nicely; else: fail so hard it will flood error log with millions messages - then we will be sure wheather the opengles check fails before compilation or there is other reason for failure ;)

szopin 2012-05-15 23:15

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Funny thing, but maemo14 version on SB gave me:
Starting lincity-ng (version 2.0-maemo13 without GLES)...
Changelog does mention 14, still on desktop it went without GLES, or maybe will get the same with 14 on-device, worth checking

AapoRantalainen 2012-05-16 06:27

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by szopin (Post 1207160)
...maemo14 version on SB gave me:
Starting lincity-ng (version 2.0-maemo13 without GLES)...

Good point. It is my typo. I pushed version14 so rushy that "13" left on one place.

Estel 2012-05-16 06:47

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I'm lost a little - actually, current version in -devel still isn't supposed to work with OpenGLES, yep?

Do we know already how to fix it/have some ideas, or it's a "stuck" situation?

/Estel

misiak 2012-05-16 09:23

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by Estel (Post 1207228)
I'm lost a little - actually, current version in -devel still isn't supposed to work with OpenGLES, yep?

Do we know already how to fix it/have some ideas, or it's a "stuck" situation?

/Estel

Yes, still no GLES... I will review this version in the weekend and see what I can do.

AapoRantalainen 2012-05-16 11:51

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I created new virtualbox image and installed new scratchbox (fremantle-armel target).
Enabled extras-devel and nokia-binaries.
apt-get source lincity-ng
apt-get build-dep lincity-ng
fakeroot dpkg-buildpackage

-> game with working GLES.
So it is not about missing libraries during compile time.

misiak 2012-05-16 11:59

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by AapoRantalainen (Post 1207339)
I created new virtualbox image and installed new scratchbox (fremantle-armel target).
Enabled extras-devel and nokia-binaries.
apt-get source lincity-ng
apt-get build-dep lincity-ng
fakeroot dpkg-buildpackage

-> game with working GLES.
So it is not about missing libraries during compile time.

This may sound stupid, but can we be sure that even clean sdk in scratchbox has EXACTLY THE SAME versions of toolchain elements as autobuilder? I still think this issue's reason may be ancient autobuilder toolchain interpreting some instruction in different way than our toolchains (jam? gcc is pretty much the same I guess... so either jam or debian dpkg tools). But I need to check few things first, because now I'm only guessing ;)

AapoRantalainen 2012-05-16 14:28

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by misiak (Post 1207342)
This may sound stupid, but can we be sure that even clean sdk in scratchbox has EXACTLY THE SAME versions of toolchain elements as autobuilder?

I guess this is exactly our issue, autobuilder is not same than fresh scratchbox.

As lincity-sources have 'configure.ac' and 'autogen.sh' error could be in hand tuned 'configure'.

misiak 2012-05-16 15:51

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by AapoRantalainen (Post 1207418)
I guess this is exactly our issue, autobuilder is not same than fresh scratchbox.

As lincity-sources have 'configure.ac' and 'autogen.sh' error could be in hand tuned 'configure'.

you can leave it for me if you are busy (or just don't want to investigate further), i'm determined to find why it fails and make it work, i will have a bit of time on friday and definitely more time on saturday and sunday ;)

Estel 2012-08-20 21:30

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
AapoRantalainen, is there any progress on putting version with working OpenGLES to -devel?

If not, maybe, as temporal solution, you could upload pre-build .debs somewhere? AIUI, it works, but autobuilder manage to screw it, somehow. Normally, I wouldn't ask for link in TMO thread, when we have working repos, but it's already many months, since problem appeared... It's shame, that OpenGLES version lies only on Yours and misiak's devices :)

Sorry for pestering,

/Estel

djdas 2012-08-21 07:32

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
+1 :P Didn't want to bother but I agree with Estel :)
Thank you in advance for you efforts :)

AapoRantalainen 2012-08-21 08:27

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Locally built Lincity-ng with GLES support: http://cc.oulu.fi/~rantalai/maemo5/lincity

Code:

wget http://cc.oulu.fi/~rantalai/maemo5/lincity/lincity-ng_2.0-2maemo11_armel.deb
sudo gainroot
apt-get install libphysfs1 libsdl-gles1.2-1 ttf-dejavu libsdl-gfx1.2-4 libgles1-sgx-img libsdl-mixer1.2=1:1.2.6-5+0m5+ogg+mp3-2 libsdl-ttf2.0 opengles-sgx-img-common
dpkg -i lincity-ng_2.0-2maemo11_armel.deb

As installing with dpkg, you need handle dependencies by hand. If you are gamer, you already have them all.

Estel 2012-08-21 20:50

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I've successfully installed OpenGLES-enabled lincity-ng, and tested it.

While CPU usage is awesome - around 10-15% - with bigger cities, game is completely unplayable. At first attempt (loading saved game, with city covering much map), it bring device to totally unresponsive state, leading to, finally, watchdog reboot. At second attempt, it was repeatedly displaying few frames of animations + playing one or two seconds of music, and hanging up, for ~10-15 seconds.

all of this on DSP overclocked to 600 mhz. I wonder, is it only me, or other people are experiencing it too? (aapo, misiak?). Maybe it's related to low frequency of CPU? (DSP get higher frequency, when CPU is on higher frequency). Or is it just limitation of our DSP, and we must accept, that it will be playable only on CPU?

No matter of answer, thanks for posting version, that give us choice :)

/Estel

Estel 2012-08-21 21:37

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Update:

It's crashing the same way even on starter small village, or without any village at all (empty map). Just hit 2nd watchdog reboot, after 10 minutes of "going back to live" for 1-3 seconds, between 30 seconds of being paralyzed (in fact, this time, on empty map, it was even *worse* than with full city).

Anyone able to confirm/deny such behavior with GLES? I could swear, that misiak reported playable performance, while testing?

/Estel

misiak 2012-08-21 23:31

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by Estel (Post 1254339)
Update:

It's crashing the same way even on starter small village, or without any village at all (empty map). Just hit 2nd watchdog reboot, after 10 minutes of "going back to live" for 1-3 seconds, between 30 seconds of being paralyzed (in fact, this time, on empty map, it was even *worse* than with full city).

Anyone able to confirm/deny such behavior with GLES? I could swear, that misiak reported playable performance, while testing?

/Estel

My tests weren't as complicated as your, I just loaded some small city and tried to do something a few times, but the game was on for no longer than 5 minutes each time as far as I remember. But I also remember it being playable, but really laggy (not really better than cpu-only), gpu code was written not taking into consideration mobile devices and there're many places for improvements.

Estel 2012-08-22 01:29

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
In my case, it's not playable at all, even on small city on empty map - from the first second.

Could You re-check it? Maybe it's just me?

Result similar to CPU performance would be good, as it would save power (off-loading work from CPU).

/Estel

misiak 2012-08-22 15:44

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by Estel (Post 1254377)
In my case, it's not playable at all, even on small city on empty map - from the first second.

Could You re-check it? Maybe it's just me?

Result similar to CPU performance would be good, as it would save power (off-loading work from CPU).

/Estel

I will add it to my todo list, but i want to compile calligra active and maybe finish some coding competition stuff and maybe try to compile a bit more powerful kernel for n9 first. In other words, don't expect any lincity related stuff from me in next 2-3 weeks, because i have very limited free time (work, university and it's still summer here, so i don't want to waste all my free time again in front of computer;)).

AapoRantalainen 2012-08-23 09:20

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
I made test for gles-game. Started new map, built something, let game running for 15 minutes, come back and built something more. Worked, no crashing or rebooting.

nokiabot 2013-06-08 08:55

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Good job btw what are the perfomance issues currently:)

AapoRantalainen 2013-06-10 13:14

Re: [Announce] Lincity-ng (city building simulator) on extras-devel
 
Quote:

Originally Posted by nokiabot (Post 1350463)
Good job btw what are the perfomance issues currently:)

You should just test. =)

Seems upstream is alive again. There are commits in summer 2013: http://svn.berlios.de/viewvc/lincity-ng/ I'm not planning to merge these to the maemo-version until there are proper new release from upstream.

Some of maemo-specific bugs have comments from upstream, some doesn't have: http://developer.berlios.de/bugs/?group_id=2929


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