Why do I consistently have trouble using cmake? Am I stupid?

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Why do I consistently have trouble using cmake? Am I stupid?

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
2019
GET BACK TO WORK
This year, I hit a lot of milestones for this project that Iβm really happy with! Cross-platform compile is working now, lots of long-standing issues have been fixed, and a lot of the cruft that was building up around this project has been swept away for a clean entry into the coming year.
I am still not entirely satisfied with the actual workload volume of how much I got done for 2019.Β
Balancing work priorities, life priorities, and gamedev priorities has been a hell of a ride, and Iβve definitely taken on several sideprojects that took away from my main gamedev focus for large chunks of time.
Hang in there. Keep grinding it out. These games wonβt make themselves!
β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β βΒ
PROJECT
β’ Successful reorganization of NPC code to make it easy to expand upon β’ Successful migration to CMAKE β’ Successful cross-platform linux build β’ Online world map (WIP) β’ Proper website (WIP) β’ Five years
ENGINE
β’ Fixed lines of sight behaving strangely in the editor β’ Fixed bugs with level loader not saving location correctly β’ Fixed several bugs with screenshots, zoom, and the camera position β’ Fixed line-of-sight performance bottlenecks in the editor β’ Map editor UI has its own namespace with tools now for easier cleanup β’ Fixed several encoding problems with exported maps β’ Fixed physics bug where ramps werenβt being applied correctly β’ Fixed crash involving null player sprite when loading map in editor mode β’ Editor lines less harsh on eyes now β’ Fixed transparency on debug text and line rendering β’ Player now dies when falling in pits β’ Fixed collisions with player and mobile waypoints β’ Updated SDL_ConvertSurface functions to SDL_ConvertSurfaceFormat β’ All pixel blitting functions now properly use ARGB8888 β’ Fixed issues with RamSpider camoflauge failing for certain sprites β’ Automated gardening implemented β’ Added waypoint debugging tools β’ Fixed cached script constructor β’ Fixed hundreds of illegal func(std::string&) function definitions β’ Rebuilt newest SDL libraries for project β’ Fixed around 140 illegal trailing semicolons (after namespaces, etc) β’ Fixed many illegal enum declarationsΒ β’ Fixed bug involving bad memory access on single frame animations
NPC
β’ New handler for aquatic wildlife β’ Aquatic wildlife now correctly pathfinds to destination β’ Filters available for waypoints to behave like aquatic wildlife β’ Aquatic wildlife can follow aquatic waypoints to simulate schooling β’ New handler for terrestrial critters separates floor, wall, and ceiling templates β’ Terrestrial critters now correctly pathfind to destination β’ Line-of-sight overhauls so that enemies can dynamically adjust pathing β’ New species implemented: Urchin Crabs β’ Terrestrial NPCs now have options for buoyancy β’ New species implemented: ALIAS Infobot β’ Fixed bug where enemies wouldnβt always use correct movement style β’ Enemies now support asynchronous state change callbacks β’ Fixed bug where paths could be built using filtered nodes β’ Implemented filtered pathing β’ Fifth complete overhaul of RamSpider logic - got it right this time β’ Fixed several scanning bugs for palette swaps
MAP AREAS
β’ Finished drafting mining tunnels β’ Began drafting first stretch of thoroughfare β’ Many smaller maps drafted and implemented β’ Several testing rooms for various enemy behaviors
ASSETS
β’ Completed Mining Cavern terrain variations β’ Completed Thoroughfare terran variations β’ Completed Blue Caverns terrain variations β’ Lots of mining tunnel props β’ Several new enemies fully built out β’ New small bits of audio for introducing the story or specific areas β’ Many map transition fixes β’ Many animation timing tweaks β’ Updated Hangcap terrain variations β’ Many dialog and story scripts implemented in first areas β’ Collectible gems β’ New Mining Tunnels music (WIP) β’ Updated editor icons β’ New ALIAS bots β’ New promotional art commissioned
BEING AN ADULT
β’ ...and a full-time job
Overwhelmed!
Ah too many comics! I can't now!
Sorry I'm busy...
Aaaaaaaaaaa.
Oh no! Even more jobs! Homeworks!
Helep!
The Hom3work never ends. Finish once, comes more. It goes in a life of each person.
Really?
What matters?
Does it affects your success?
Yes
Stress Level concern
Absolutely!
Wow. I can't think of of them!
Please enjoy your time!
Please enjoy your unenjoy your Please
Please Unscronch my destiny!
Make: Your own destiny
Cmake: Build destiny!
Compile OK
Launch Binary!
Looading: Destiny
Destiny 1.0
Objective: Create relevant homework!
Destroy homework
Avoid homework
If you get homework, done it with/without passion
If homework is about your field, done it with full passion
Create your own homework
Save people
Free people
Spread free full games
Spread source code
Warn everybody, Evil Mission from a mysterious Injectors
Avoid Evil mission
Spread more Bible! Cryptic message to avoid suspicions!
More to come. You never know.
Select:
Open mission
Add mission
Edit mission
Remove mission
Setting
Exit
Setting:
Change account
Scronch all
Print all
Edit account
Go back
Program exit
.
Pllease helep
We need something.
.
By JOELwindows7
Perkedel Technologies
CC4.0-BY-SA
.
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Explore Linux development tools like GCC, Make, GDB, Clang, and CMake. Learn how traditional and modern tools enhance build automation, debugging, and performance in C/C++ development workflows.
Makefiles are genuinely one of my favorite parts of the Linux lifestyle. Make is just such a beautiful program for simple projects.
Wanna make sure a file exists before you run something else, and maybe even **make** it yourself? Use a makefile!! Tired of doing annoying crap in bash/scripting to make your assumptions into guarantees? Make to the rescue!! (Maybe... using make is really really nice for what it's made for; it's not really a good scripting language)
Also, shoutouts to CMake for very similar reasons βthough it's more development oriented, of course.
I'm not denying that both make and CMake can get extremely ugly for larger projects (take a look at any large CMake or make project for some crazy-mojo lore), but it's their beautiful simplicity for small/simple projects that make them stand out!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
...Does everyone just assume everyone already knows what Cmake is and has it installed on their computer...?
Was that... Was that what the MAKEFILE was for...?
Fedora 43 changing CMake Default Generator from GNU Make to Ninja.
i think i would've been able to learn coding at my university rather than now on my own if Greenfoot had made me use CMake tbh. i needed that debilitating torture so i could be broken as a human and remade to only think in if-then structures