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Dark GDK / Dark Shader, Dark Physics and GDK prob

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Ashy
19
Years of Service
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Joined: 1st Nov 2005
Location:
Posted: 11th Feb 2008 15:57
Howdy folks, I recently bought dark shader and dark physics for the gdk and i've run into a few probs (most likely my fault being a noob) but I played around with a few things and thought i'd post my findings in hope that someone could tell me where i stuffed up.

http://forum.thegamecreators.com/?m=forum_view&t=123736&b=22&p=0 outlines my dark shader problem where the shaders don't seem to be working. I'm not trying to double post here but that problem kinda ties into my next which I thought deserved a new post as its not about shaders as much but more to do with both exp packs.

Ok, I got dark physics, tried to fire up the sample projects - didn't run at first straight outa the box (most likely my fault), after playing around with them I got them to work. Had to copy those 4 dlls into each sample folder and delete the demo .exe and recompile and they worked - so if your a noob and wondering, thats what i did.

Now the problem; dbPhyStart() and dbShaderDataStart() don't work together? I get 3 errors when compiling;

Quote: "1>DarkPhysics.lib(EngineSetup.obj) : error LNK2005: "char const * __cdecl GetDependencyID(int)" (?GetDependencyID@@YAPBDH@Z) already defined in shaderdata.lib(shaderdata.obj)
1>DarkPhysics.lib(EngineSetup.obj) : error LNK2005: "int __cdecl GetNumDependencies(void)" (?GetNumDependencies@@YAHXZ) already defined in shaderdata.lib(shaderdata.obj)
1> Creating library Debug\AshTek.lib and object Debug\AshTek.exp
1>Debug\AshTek.exe : fatal error LNK1169: one or more multiply defined symbols found"


I'm a noob, but guessing from the looks of that something is defined in both those functions/files that conflict with each other? If I comment out either function the program runs fine (other than my shader prob in the above post).

Also I'm using the 3d game template for visual C++ 2008 express and i had to change one or two settings in the project properties to get dark physics to compile without errors. Can't remember what they were off the top of my head, but i basically opened my templated project and the dark phys sample, pressed alt F7 in both and just flicked back and forward between the fields looking for whatever changes. Changed several fields in my project properties and dark physics worked - just mentioning it in case other noobs are reading with the same probs.

Heres my code;



I was lazy and just commenting out/in either the shader or physics stuff in the MakeCube() function to try and get em to work. In the end dark physics seems to be working perfectly but my shader still doesn't work.

I've got all me files and includes .ect in the right dirs. Its prolly just something simple like calling a function in the wrong place. Any help?
Ashy
19
Years of Service
User Offline
Joined: 1st Nov 2005
Location:
Posted: 11th Feb 2008 16:02
Just noticed something i'd mention so people don't jump on and go "thats it there!!!', //dbPhyUpdate(); is not commented when i try to compile, it's just in the above text because I was commenting out stuff to try and find what was going wrong, turned out to be dbShaderDataStart() and dbPhyStart()
General Reed
18
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Joined: 24th Feb 2006
Location:
Posted: 2nd Mar 2008 21:58
Ive got exactly the same problem. Did u solve it?

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

D Bellis
18
Years of Service
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Joined: 6th Jul 2006
Location: UK
Posted: 2nd Mar 2008 23:56
ull find that if you just include the header file and do this with the Physics file it will work



you wont need to add
#pragma comment ( lib, "DarkPhysics.lib" )

as its already in the GDK lib folder

Amd Athlon 64 3000+ Newcastle , Asus K8N4-E Deluxe, 1.50GB DDR Ram , XFX Geforce 6600 Extreame Edition 512MB DDR2 Ram
GDK,DarkPhysics,DarkShader,DarkLights,DarkAI,BlueGUI,Unity

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