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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / Technical Issues / Re: Porting to the web with emscripten: Removing threads? on: June 09, 2013, 02:10:12 pm
Hi All, No progress to report, but I've set up a website for my personal projects, and have made a page for this port  here http://runway12.com/projects/UQM-emscripten/ .

There's a link on there to play the latest build, but the game still doesn't start due to lack of threads.

I'm currently working on other projects (see http://runway12.com/research/) but I do intend to finish my work on UQM. SC2 is one of my favorite games and getting it onto the web and iOS would open it up to new generations of players.
2  The Ur-Quan Masters Re-Release / Technical Issues / Re: Porting to the web with emscripten: Removing threads? on: May 15, 2013, 11:06:34 pm
Thanks guys, next time I get a string of rainy weather here in NYC i'll be doing some more work on it. I'll get on the IRC channel next time I do some hacking Smiley


superbutcherx, is UQM-HD based on the same codebase? Or is it a rewrite of some kind. I wasn't immediately sure and haven't looked at the code.
3  The Ur-Quan Masters Re-Release / Technical Issues / Re: Porting to the web with emscripten: Removing threads? on: May 10, 2013, 09:08:28 pm
Ok, here's a link to my progress in github : https://github.com/mikeakers/UQM-emscripten

I put a compiled version of the current progress in there. If you clone and open uqm.html in a browser (only tested in firefox and chrome so far) you'll see the game try to start up and then abort when the SDL mutexes can't be created.

I'll see about hosing the html file somewhere for people who don't want to mess with git.
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Porting to the web with emscripten: Removing threads? on: May 10, 2013, 03:19:50 pm
Forgot to add, I'm doing this work in a local git repo right now, but I can put my work in progress and the current compiled output up on github for people to look at.
5  The Ur-Quan Masters Re-Release / Technical Issues / Porting to the web with emscripten: Removing threads? on: May 10, 2013, 03:18:52 pm
Hi All,

I've started the project of porting UQM to the web using http://www.emscripten.org, a C/C++ compiler that emits javascript which can be run in  a web browser at a fairly high speed. Emscripten also includes an implementation of a C runtime and standard libraries, SDL, SDL_Image, OpenGL and more, all in javascript

I started with UQM 0.7.0 have the project building now, with the build set to a minimal config. But when I try to run it, the app immediately cleanly quits because threads, mutexes, etc aren't supported in javascript. I was fully expecting this, the emscripten website has a doc describing that threads aren't supported because js just doesn't have them at https://github.com/kripken/emscripten/wiki/CodeGuidlinesAndLimitations. JS has web workers, but they can't share state, they're more like a block of code that can run concurrently and return a result I think.

I know there has been an effort to remove threading from UQM, but never a good enough reason to finish the job, but I think this may be a good reason. Is there any documentation on what's been done and what needs to be done? Should I focus my work on the devel version of the code currently in SVN? Does anyone know of a C library I can use to emulate threads in a single thread that would work with UQM? This may be the easiest way to get the app running.

My major motivation for doing this is to be able to eventually play UQM on my iPhone/iPad. The GPL isn't compatible with the app store, because the app store imposes addition restrictions beyond the GPL. But if you can just play the game by loading a website in Safari, then who cares about the app store? Another option that I think would work around the GPL would be publishing an app in the app store that is nothing more than a "player" for a js compiled version of UQM, which is automatically downloaded from the web. This little hack would, I think, work around the GPL because the downloadable UQM would not have any additional restrictions imposed on it that are incompatible with the GPL. Users would still be free (and encouraged) to download the JS version directly and do whatever they want with it.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: iPhone version? on: February 28, 2009, 05:01:48 am
I've posted a question on Stackoverflow about SDL on iPhone and how to best do a port of a project like UQM to iPhone. We'll see what the Stackoverflow guys have to say:

http://stackoverflow.com/questions/597459/how-mature-is-sdl-for-iphone
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: iPhone version? on: February 28, 2009, 01:05:00 am
I looked into doing an iPhone port a few months ago, but at that point SDL for iPhone was in a very early state so I didn't get very far with it. Dunno how mature SDL is now...

If some people want to work on a port I'd be willing to help with development and testing on a real device. I've already payed the $99 for a developer account with apple, so I'd be willing to distribute UQM via my account for free.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Mac port on: December 12, 2002, 09:35:34 pm
Quote
quux what did you have to do to the build scripts to build on osx?


Not much, i had SDL, SDL_mixer, SDL_image, and Ogg Vorbis installed via fink. The only thing i needed to do to the version in CVS was modify build/config_proginfo to make the build system look in /sw/include and /sw/lib for vorbisfile.
9  The Ur-Quan Masters Re-Release / Technical Issues / Re: Configuring for OS X on: December 10, 2002, 09:22:54 pm
The version in CVS builds and runs on OSX with only a minor change to the build scripts. I needed to change build/config.proginfo to tell it where to find vorbisfile.

They were using autoconf, but rolled their own build system because they felt autoconf was too slow and inflexible. Look at build/build.docs.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Mac port on: December 10, 2002, 08:56:55 pm
I have the game running on my TiBook and it runs very well. There are some small bugs unique to the mac, but they should be fixed quickly. I can't speak for the core team, but I'd expect that the next alpha release should have a binary for OSX. I don't see any reason why the game wouldn't build on 10.1.x, but I don't have any 10.1 boxes to test with.

The game uses SDL, which uses Quartz or OpenGL on MacOS X for graphics, so XDarwin isn't requred.
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