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kfa
Post subject: Very good first impression, and a question  PostPosted: Jul 11, 2006 - 05:24 AM
New Member


Joined: Jul 09, 2006
Posts: 3

Hi to @ and the QNX team,

Just got my teeth into this the other day, and first of all I'd like to
say that I'm very pleased and impressed with this package, esp. the
coverage and clarity of its documentation. This should serve as an
example for anyone making a product which they are charging money for -
even if they are already the richest man in the world Wink.

The project I'm envisioning is an audio/DSP application, that's where
the realtime part comes in. But the GUI will be a nifty 3D "world" with
controls optimized for ergonomics. I found the ideal platform to create
this, as funny as it may sound, to be the Doom3 SDK with its high-level
scripting engine. However, trying to build it under QNX is like running
into a wall. The installation guide I was trying to follow is found here:
http://www.modwiki.net/wiki/Building_on_linux

Of course there are some dependencies, which was expected. But it
puzzles me a bit that compiling them most of the time fails at a very
basic level. Trying to upgrade gcc to the required 3.3 alone seems
outright impossible. The only thing that worked was building Python
(needed by Scons). Before going into any detail about the many failed
attempts to get there, my question:

Has anybody ever successfully done such a thing and could offer a
walkthrough? For level of expertise, I'd say I'm an experienced
programmer but not that secure when hassling with the infrastructure. Or
is maybe QNX not the ideal environment for doing this, rather for
developing things from scratch inside its own world without bringing in
3rd party packages?

Thanks for any help and pointers.
Klaus
 
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Mario Charest
Post subject: Re: Very good first impression, and a question  PostPosted: Jul 11, 2006 - 12:03 PM
Guest





"kfa" <kfa@gmx.net> wrote in message news:e8vqd7$lqk$1@inn.qnx.com...
Quote:
Hi to @ and the QNX team,

Just got my teeth into this the other day, and first of all I'd like to
say that I'm very pleased and impressed with this package, esp. the
coverage and clarity of its documentation. This should serve as an example
for anyone making a product which they are charging money for - even if
they are already the richest man in the world Wink.

The project I'm envisioning is an audio/DSP application, that's where the
realtime part comes in. But the GUI will be a nifty 3D "world" with
controls optimized for ergonomics. I found the ideal platform to create
this, as funny as it may sound, to be the Doom3 SDK with its high-level
scripting engine.

Doom3, wow that OpenGL based. Apparently 3D support in QNX is getting better
but as far as I know it's definitely not QNX strenght. Support for 3D
hardware is very limited.

Quote:
However, trying to build it under QNX is like running into a wall. The
installation guide I was trying to follow is found here:
http://www.modwiki.net/wiki/Building_on_linux

Of course there are some dependencies, which was expected. But it puzzles
me a bit that compiling them most of the time fails at a very basic level.
Trying to upgrade gcc to the required 3.3 alone seems outright impossible.

Upgrade gcc? QNX 6.3 already come with 3.3.5.

Quote:
The only thing that worked was building Python (needed by Scons).

You can get binaries from the 3rd party CD.

Quote:
Before going into any detail about the many failed attempts to get there,
my question:

Has anybody ever successfully done such a thing and could offer a
walkthrough? For level of expertise, I'd say I'm an experienced programmer
but not that secure when hassling with the infrastructure.

Or is maybe QNX not the ideal environment for doing this, rather for
developing things from scratch inside its own world without bringing in 3rd
party packages?

Porting is not as easy as on Linux, but it can be done (the amount of
software on the 3rd party CD is proof of that). That being said I don't
beleive that it's QSS's top priority ;-)


Quote:

Thanks for any help and pointers.
Klaus
 
   
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maschoen
Post subject: Re: Very good first impression, and a question  PostPosted: Jul 11, 2006 - 08:02 PM
QNX Master


Joined: Jun 25, 2003
Posts: 1058

kfa wrote:
. I found the ideal platform to create
this, as funny as it may sound, to be the Doom3 SDK with its high-level
scripting engine. However, trying to build it under QNX is like running
into a wall. The installation guide I was trying to follow is found here:
http://www.modwiki.net/wiki/Building_on_linux
Klaus


Let me see if understand this. There is source code for the Doom3 engine available to be used as you like? That's pretty amazing. Not a total shock for ID software, but seems like a bit too early.
 
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kfa
Post subject: Re: Very good first impression, and a question  PostPosted: Jul 12, 2006 - 01:40 PM
New Member


Joined: Jul 09, 2006
Posts: 3

Mario Charest wrote:
Upgrade gcc? QNX 6.3 already come with 3.3.5.

This is strange... mine says it's 2.95.3.

Quote:
You can get binaries from the 3rd party CD.

Figured that out in the meantime Wink

Quote:

Porting is not as easy as on Linux, but it can be done (the amount of
software on the 3rd party CD is proof of that). That being said I don't
beleive that it's QSS's top priority Wink

That's certainly right. Before wasting too much time, should consider a networked architecture with QNX running the audio engine, while the GUI is on a general purpose machine. Yes, that sounds like much less trouble.

Thanks!
 
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kfa
Post subject: re:Very good first impression, and a question  PostPosted: Jul 12, 2006 - 01:51 PM
New Member


Joined: Jul 09, 2006
Posts: 3

maschoen wrote:
Let me see if understand this. There is source code for the Doom3 engine available to be used as you like? That's pretty amazing. Not a total shock for ID software, but seems like a bit too early.


Well, almost. The SDK is dedicated to creating mods of the game, and to run these you'd still need the game itself. But it offers so many possibilities that it's quite suitable for other applications, too, that have anything to do with 3D scene rendering. Most amazing is the networking module which offers total freedom in creating any packet format down to bit level, hence the above idea.

Have a look at this website if interested:
http://www.iddevnet.com

Cheers
 
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bilcar
Post subject: Re: Very good first impression, and a question  PostPosted: Jul 12, 2006 - 03:16 PM
Senior Member


Joined: Feb 04, 2004
Posts: 573
Location: Crete, IL
I have developed broadcast automation systems using QNX. This included many
GUI and physical user interfaces.

The first hint is this. Don't let the UIs do any real work. Instead they
should message an engine and let the engine do the work. This enables you
to keep the state machine valid. It also allows many user interfaces to be
in parelell.

Yes, I think QNX is an ideal tool for what you want to do. But do be
careful about trying to port to QNX. Many things will require a redesign,
which in QNX is pretty easy.


"kfa" <kfa@gmx.net> wrote in message news:e8vqd7$lqk$1@inn.qnx.com...
Quote:
Hi to @ and the QNX team,

Just got my teeth into this the other day, and first of all I'd like to
say that I'm very pleased and impressed with this package, esp. the
coverage and clarity of its documentation. This should serve as an example
for anyone making a product which they are charging money for - even if
they are already the richest man in the world Wink.

The project I'm envisioning is an audio/DSP application, that's where the
realtime part comes in. But the GUI will be a nifty 3D "world" with
controls optimized for ergonomics. I found the ideal platform to create
this, as funny as it may sound, to be the Doom3 SDK with its high-level
scripting engine. However, trying to build it under QNX is like running
into a wall. The installation guide I was trying to follow is found here:
http://www.modwiki.net/wiki/Building_on_linux

Of course there are some dependencies, which was expected. But it puzzles
me a bit that compiling them most of the time fails at a very basic level.
Trying to upgrade gcc to the required 3.3 alone seems outright impossible.
The only thing that worked was building Python (needed by Scons). Before
going into any detail about the many failed attempts to get there, my
question:

Has anybody ever successfully done such a thing and could offer a
walkthrough? For level of expertise, I'd say I'm an experienced programmer
but not that secure when hassling with the infrastructure. Or is maybe QNX
not the ideal environment for doing this, rather for developing things
from scratch inside its own world without bringing in 3rd party packages?

Thanks for any help and pointers.
Klaus
 
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Mario Charest
Post subject: Re: Very good first impression, and a question  PostPosted: Jul 12, 2006 - 04:15 PM
Guest





"kfa" <kfa@gmx-dot-net.no-spam.invalid> wrote in message
news:e92v6u$qfc$1@inn.qnx.com...
Quote:
Mario Charestwrote:
Upgrade gcc? QNX 6.3 already come with 3.3.5.

This is strange... mine says it's 2.95.3.

There is both, 2.95.3 is the the default. You can specify it with qcc -V
or change the default with qcc -set-default -V...

Quote:

You can get binaries from the 3rd party CD.

Figured that out in the meantime ;)


Porting is not as easy as on Linux, but it can be done (the amount
of
software on the 3rd party CD is proof of that). That being said I
don't
beleive that it's QSS's top priority ;-)

That's certainly right. Before wasting too much time, should consider
a networked architecture with QNX running the audio engine, while the
GUI is on a general purpose machine. Yes, that sounds like much less
trouble.

Thanks!
 
   
Reply with quote Back to top
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