Dreamotion3D
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Dreamotion3D
How do I integrate a graphics window from Dreamotion3D with a regular window in PB so that I can have a Dreamotion3D in the top left taking up most of the screen, but also have PB gadgets to the right and below?
And is Dreamotion3D sufficiently stable to use until more Ogre commands are added to PB?
And is Dreamotion3D sufficiently stable to use until more Ogre commands are added to PB?
Give a man a fire, and he’ll be warm for a day. Set a man on fire, and he’ll be warm for the rest of his life.
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As djes said - and this applies especially now in the beta stage of the new Release.
People need to work with the current OGRE and post what they miss - or it will never develop in the right direction, or very very slow for that matter.
Fred, fr34k need feedback and tips to improve the current Implementation.
They cant always think of commands somone *might* need - as exposing all that OOP based stuff to procedural-functions changes the handling in the end quiet a bit to the C++ use of the engine.
Same with Irrlicht - people often request what they dont understand - or already is in or for design and performance matters is never done the way they want it.
Personally i hope more people will start using the Ogre Engine to get it improved. I can test stuff there but trying to focus still on Irrlicht and also trying to get a few things with Leadwerks working.
Just to say OGRE has everything basically to make great 3D Games (even crossplatform) - but there has to be Feedback !
As for your Window Question: i cant really give you a solution because i just skimmed over Dreamotion kinda. However it should be possible to apply a viewport to a gadget ( eg. imagegadget ) - However resizing is anotehr thing...
Cheers, Thalius
People need to work with the current OGRE and post what they miss - or it will never develop in the right direction, or very very slow for that matter.
Fred, fr34k need feedback and tips to improve the current Implementation.
They cant always think of commands somone *might* need - as exposing all that OOP based stuff to procedural-functions changes the handling in the end quiet a bit to the C++ use of the engine.
Same with Irrlicht - people often request what they dont understand - or already is in or for design and performance matters is never done the way they want it.

Personally i hope more people will start using the Ogre Engine to get it improved. I can test stuff there but trying to focus still on Irrlicht and also trying to get a few things with Leadwerks working.
Just to say OGRE has everything basically to make great 3D Games (even crossplatform) - but there has to be Feedback !
As for your Window Question: i cant really give you a solution because i just skimmed over Dreamotion kinda. However it should be possible to apply a viewport to a gadget ( eg. imagegadget ) - However resizing is anotehr thing...

Cheers, Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!

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Well in terms of adding things to OGRE I would merely like to see it be able to do everything that blitz3D could do, and have the same sorta 3D command set that Blitz3D and DreamMotion3D have. I loved Blitz3D but it is so dated now, and it doesn't do all the fancy gadgets that PureBasic is able to do.
Give a man a fire, and he’ll be warm for a day. Set a man on fire, and he’ll be warm for the rest of his life.
Purebasic can do a lot of things, is multi-platforms, but is developed by a small team that can't spend his time on a lot of unuseful routines, just for marketing purposes. When you're encountering a real problem, in a real-world project, just ask, and you'll see that it'll not be long to have an answer or a new function to help you.
Pb's Ogre implementation is not so limited; as Thalius said, the main engine (just have a look at the SDK) is full of OOP methods, everything to manipulate matrix and stuff like that, but can't be translated directly to Purebasic without a (really!) huge effort. That would need at least 3 coders working for two months at least. But what for? If a project would need spline based cameras, other would need mirror effects, etc. And these functions can't be used without a minimum of comprehension. So... Just ask what you really need, but be sure it would be useful for the others PB users.
Pb's Ogre implementation is not so limited; as Thalius said, the main engine (just have a look at the SDK) is full of OOP methods, everything to manipulate matrix and stuff like that, but can't be translated directly to Purebasic without a (really!) huge effort. That would need at least 3 coders working for two months at least. But what for? If a project would need spline based cameras, other would need mirror effects, etc. And these functions can't be used without a minimum of comprehension. So... Just ask what you really need, but be sure it would be useful for the others PB users.
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Have you made/making a wrapper for Irrlicht? I've had a look at the commands it used and couldn't make sense of any of them. If you've made a nice wrapper for it in PB that uses easy to understand commands I would be keen to see itThalius wrote:Personally i hope more people will start using the Ogre Engine to get it improved. I can test stuff there but trying to focus still on Irrlicht and also trying to get a few things with Leadwerks working.

Give a man a fire, and he’ll be warm for a day. Set a man on fire, and he’ll be warm for the rest of his life.
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Let me have a free copy for evaluation purposes and if I like it I'll spread the word about how good it isMistrel wrote:I hope to see more advocates for PureGDK on the forums but the product is quite new.

Give a man a fire, and he’ll be warm for a day. Set a man on fire, and he’ll be warm for the rest of his life.