Archive for the ‘blife’ Category

Blife Ports

Saturday, February 2nd, 2008

Stock and I got blife running on Mac OS X yesterday. We figured that in theory it should compile out-of-the-box since I had OS X’s OpenGL and GLUT headers in their own #ifdef clause. However, we found that linking to libraries works a bit different on OS X as opposed to the other Unix’s. On Linux, FreeBSD, etc., executables are linked to libraries by passing “-l<libraryname>” to the linker. So in this case, GLUT is linked to blife by passing “-lglut” to he linker. However, on OS X, you need to use “-framework <libraryname>”, so”-framework OpenGL -framework GLUT” gets used.

When blife 0.2.5 is released, there will be a OS X specific section in the Makefile, so OS X users can simply “make osx” and have the proper binary built.

With that said, blife has been compiled and works properly in GNU/Linux, FreeBSD, Windows, and OS X. :)

Blife Plans

Friday, January 11th, 2008

blife is the cellular automaton program that I’ve been working on for the past few months. I wrote most of it in mid-November and have been touching up bits of it ever since. It’s currently written in C and runs Conway’s Game of Life rule set (23/3). I’m going to be rewriting it over the next month in C++ and implementing a generic engine so that is can run other rule sets specified at run time. If you’d like to help out, or keep up to date on the new version, please email me at brad@stackpointer.org, and I’ll keep you in the loop.