[lisp-game-dev] Compiling and saving a binary

Patrick Stein pat at nklein.com
Tue Jul 27 11:42:46 UTC 2010


With glut, I've had to (in the past) do this:

(defun save-and-die ()
  (setf cl-glut::*glut-initialized-p* nil)
  (sb-ext:save-lisp-and-die #P"roto-mortar"
                            :toplevel #'main
                            :executable t
                            :save-runtime-options t
                            :purify t))

unset *glut-initialized-p* before saving.  I believe I still need to do this to get the resulting binary to run, but I have never had to do it to get the binary to save.

ttyl,
Patrick


On Jul 27, 2010, at 12:45 AM, Elliott Slaughter wrote:

> Hi,
> 
> I've been building binaries on Mac OS X using sbcl for quite a while now, and I've never seen that error. I've been using the standard cl-opengl bindings from http://common-lisp.net/project/cl-opengl/ and many different sbcl versions (most recently 1.0.34 32-bit). I just upgraded from OS X 10.5 to 10.6 and it had no effect on my builds. I've been using lispbuilder-sdl rather than glut, and it's been working fine.
> 
> The only things that I can think of that might be causing this (1) using a modifed version of cl-opengl, (2) glut rather than sdl, (3) 64-bit rather than 32-bit sbcl, (4) a different version of sbcl.
> 
> I suppose you could try to build a binary for one of the lispbuilder-sdl examples. If that fails the same way, then sbcl or your build script might be at fault. Otherwise, it's probably cl-opengl or glut.
> 
> Hope that helps.
> 
> On Mon, Jul 26, 2010 at 1:18 PM, Schell Scivally <efsubenovex at gmail.com> wrote:
> You got it right, I'm on a Macbook 2.16 GHz Intel Core 2 Duo, OS X 10.6 - I'm using cl-opengl, and more specifically, I'm using these native bindings: http://www.esden.net/blog/2007/12/31/cl-opengl-thomas-mac-os-x-bindings-with-native-glutframework/ and I load opengl with the following:
> 
> (require 'asdf)
> (require 'asdf-install)
> (asdf:load-system :cl-opengl)   ; load OpenGL bindings
> (asdf:load-system :cl-glu)      ; load GLU bindings
> (asdf:load-system :cl-glut)		; load GLUT bindings
> 
> On another (possibly unrelated note) I'm having a lot of trouble running the code from one of my friends games. I'm using sbcl and he's using clisp. My repl and compiler complain about undefined functions (not opengl funcs, just userland ones). I'd like to get the process of compiling binary deliverables to avoid some of this confusion, but the documentation is a little scarce, or I'm just clicking on the wrong search results. Thanks for your help guys.
> 
> 
> On Mon, Jul 26, 2010 at 7:08 AM, Alastair Bridgewater <alastair.bridgewater at gmail.com> wrote:
> On Mon, Jul 26, 2010 at 4:28 AM, Shawn Betts <sabetts at gmail.com> wrote:
> >> It's a little cryptic (since I don't know what's at 0x003f1be0) and there
> >> aren't a lot of leads on google. Does anyone have a quick idea of what I
> >> might need to do to compile this binary? Thanks guys.
> >
> > Seems like you're doing things correctly. What OS and cpu are you doing this on?
> 
> Judging by the actual messages, that would be either darwin or solaris
> x86-64 or solaris x86.
> 
> (Only darwin and solaris use lutexes, only x86oids have released
> threading support, and from there it was a matter of matching up the
> read-only-space and static-space assignments.)
> 
> Unfortunately, while I remember having heard about or seeing this sort
> of bug before, the where, why, and fix escape me.
> 
> -- Alastair Bridgewater
> 
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> 
> 
> 
> -- 
> Schell Scivally
> schell at efnx.com (efsubenovex at gmail.com)
> http://blog.efnx.com
> http://github.com/efnx
> 
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> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
> 
> 
> 
> 
> -- 
> Elliott Slaughter
> 
> "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
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