I had a wrapper made for the current beta 5 version of Horde3D (here) but it's not currently online. I can re-upload it if you want.
Horde3D is a great framework but needs a bit of fiddling with pipelines etc. to get results. Also it needs an OpenGL rendering context but I suppose you could use PB with the OpenGL subsystem and a screen for that (never tried that though, I used to create it on my own or with SFML).
did a more or less 1:1 port of the knight example
windows and mac users will need to download the sdk and build it.
I generated prototypes rather than using the imports to avoid linker errors with the shared objects
but will add the unresolved lib imports to eesau's includes at a later stage
eesau wrote:Also it needs an OpenGL rendering context but I suppose you could use PB with the OpenGL subsystem and a screen for that
No, because of depth buffer settings. PB needs no depth buffer for the sprites. Only if you use InitEngine3D before, but then it will also load OGRE.
Horde just needs an OpenGL context, so PB's screen functions should work fine, no ogre required
Yes, but Horde won't display anything correctly if no depth buffer is initialized. And you're only able to initialize it manually or with InitEngine3D. The only way it works is if Horde3D uses Offscreen Rendering for everything and copies the manually defined backbuffer to the front buffer. PureBasic won't initialize the depth buffer if you don't use InitEngine3D/Ogre.
It works fine on Linux but if there's a problem on windows using the sprite lib with the opengl subsystem
it's easy enough to GLFW statically linked or just call the utility functions to create the gl context.