⚠️ Warning: This is a draft ⚠️

This means it might contain formatting issues, incorrect code, conceptual problems, or other severe issues.

If you want to help to improve and eventually enable this page, please fork RosettaGit's repository and open a merge request on GitHub.

== osx ==

I got this working on os x. Here's the makefile

CFLAGS='-framework GLUT -framework OpenGL'

boid:

and here is the diff:

*** boid.orig.c	2013-01-12 13:38:00.000000000 -0500
--- boid.c	2013-01-12 13:42:50.000000000 -0500
***************
*** 1,9 ****
  #include <stdio.h>
  #include <stdlib.h>
  #include <math.h>
! #include <GL/glut.h>
! #include <GL/gl.h>
! #include <GL/glu.h>
  #include <sys/time.h>
  #include <unistd.h>
   
--- 1,9 ----
  #include <stdio.h>
  #include <stdlib.h>
  #include <math.h>
! #include <GLUT/glut.h>
! #include <OpenGL/gl.h>
! #include <OpenGL/glu.h>
  #include <sys/time.h>
  #include <unistd.h>
   
***************
*** 30,79 ****
  // 3D vector stuff
  typedef struct { flt x[3]; } vec;
   
! inline void vscale(vec *a, flt r) {
  	a->x[0] *= r;
  	a->x[1] *= r;
  	a->x[2] *= r;
  }
   
! inline void vmuladd_to(vec *a, const vec *b, flt r) {
  	a->x[0] += r * b->x[0];
  	a->x[1] += r * b->x[1];
  	a->x[2] += r * b->x[2];
  }
   
! inline void vadd_to(vec *a, const vec *b) {
  	a->x[0] += b->x[0];
  	a->x[1] += b->x[1];
  	a->x[2] += b->x[2];
  }
   
! inline vec vadd(vec a, vec b) {
  	return (vec) {{	a.x[0] + b.x[0],
  			a.x[1] + b.x[1],
  			a.x[2] + b.x[2] }};
  }
   
! inline vec vsub(vec a, vec b) {
  	return (vec) {{	a.x[0] - b.x[0],
  			a.x[1] - b.x[1],
  			a.x[2] - b.x[2] }};
  }
   
! inline flt vlen2(vec a) {
  	return a.x[0]*a.x[0] + a.x[1]*a.x[1] + a.x[2]*a.x[2];
  }
   
! inline flt vdist2(vec a, vec b) { return vlen2(vsub(a, b)); }
   
! inline vec vcross(vec a, vec b) {
  	return (vec) {{
  		a.x[1]*b.x[2] - a.x[2]*b.x[1],
  		a.x[2]*b.x[0] - a.x[0]*b.x[2],
  		a.x[0]*b.x[1] - a.x[1]*b.x[0] }};
  }
   
! inline void vnormalize(vec *a) {
  	flt r = sqrt(a->x[0]*a->x[0] + a->x[1]*a->x[1] + a->x[2]*a->x[2]);
  	if (!r) return;
  	a->x[0] /= r;
--- 30,79 ----
  // 3D vector stuff
  typedef struct { flt x[3]; } vec;
   
! void vscale(vec *a, flt r) {
  	a->x[0] *= r;
  	a->x[1] *= r;
  	a->x[2] *= r;
  }
   
! void vmuladd_to(vec *a, const vec *b, flt r) {
  	a->x[0] += r * b->x[0];
  	a->x[1] += r * b->x[1];
  	a->x[2] += r * b->x[2];
  }
   
! void vadd_to(vec *a, const vec *b) {
  	a->x[0] += b->x[0];
  	a->x[1] += b->x[1];
  	a->x[2] += b->x[2];
  }
   
! vec vadd(vec a, vec b) {
  	return (vec) {{	a.x[0] + b.x[0],
  			a.x[1] + b.x[1],
  			a.x[2] + b.x[2] }};
  }
   
! vec vsub(vec a, vec b) {
  	return (vec) {{	a.x[0] - b.x[0],
  			a.x[1] - b.x[1],
  			a.x[2] - b.x[2] }};
  }
   
! flt vlen2(vec a) {
  	return a.x[0]*a.x[0] + a.x[1]*a.x[1] + a.x[2]*a.x[2];
  }
   
! flt vdist2(vec a, vec b) { return vlen2(vsub(a, b)); }
   
! vec vcross(vec a, vec b) {
  	return (vec) {{
  		a.x[1]*b.x[2] - a.x[2]*b.x[1],
  		a.x[2]*b.x[0] - a.x[0]*b.x[2],
  		a.x[0]*b.x[1] - a.x[1]*b.x[0] }};
  }
   
! void vnormalize(vec *a) {
  	flt r = sqrt(a->x[0]*a->x[0] + a->x[1]*a->x[1] + a->x[2]*a->x[2]);
  	if (!r) return;
  	a->x[0] /= r;
***************
*** 112,122 ****
   
  camera_t camera = { -PI/4, 0, 100, {{0, 0, 0}} };
   
! unsigned int hash_xy(int x, int y) {
! 	inline unsigned int ror(unsigned int a, int d) {
  		return (a<<d) | (a>>(32-d));
  	}
   
  	unsigned int h = 0x12345678, tmp;
  	tmp = x;
  	h += ror(h, 15) ^ ror(tmp, 5);
--- 112,122 ----
   
  camera_t camera = { -PI/4, 0, 100, {{0, 0, 0}} };
   
! 	unsigned int ror(unsigned int a, int d) {
  		return (a<<d) | (a>>(32-d));
  	}
   
+ unsigned int hash_xy(int x, int y) {
  	unsigned int h = 0x12345678, tmp;
  	tmp = x;
  	h += ror(h, 15) ^ ror(tmp, 5);
***************
*** 518,523 ****
--- 518,525 ----
  	glutInitWindowSize(600, 400);
   
  	gwin = glutCreateWindow("Boids");
+ 	glutDisplayFunc(render);
+ 
   
  	glutIgnoreKeyRepeat(1);
  	glutKeyboardFunc(keydown);