Irrlicht-3DEngine

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Shannara
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Post by Shannara »

Is TV really? I know they are abunch of liars. I fell into their trap when TV was open source (still have the source as it is 100% legal). But they lie left and right, it's hard to tell if there is any brains behind the project. As for the ATI.. I highly doubt that is even close to true.

btw: thanks for the confirmation of the converter ;) Now i have to run it through.. whee..
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Post by Megaborsti »

>>Too me it is all about the syntax and how easy it is to set things up.
>>The built-in Ogre PB commands are an example of that, they are very >>simple to use and easy to understand. Learning these 3rd party >>engines is like learning another language. Which I think the majority of >>people are very uncomfortable in doing, so they do not want to take a >>step into the unknown. I know I don't.

It may be that OGRE is simple to use and understand, and it may be that OGRE is a more powerful 3dengine than any other, but I think at most a 3dengine is used to create games. I tried, but it is too difficult because OGRE supports nearly no formats and has for example no collision detection (I read somewhere in this forum that OGRE will never supply collision detection). Also OGRE seems to be not as fast as a 3dengine should be, if you try something bigger than a terrain-demo.

Maybe OGRE will become more powerful in the future, but it always is the best to have an opportunity. I no other engine is translated, all pb-users are forced to use OGRE and I can imagine that there are lots of users that does not want to (now).

I know that there are many people in this forum that programme for companies and here are also many advanced c-users.
I thought it would be no problem to translate some header-files (If I´m wrong, please correct me) ? IF I (and maybe others, too) saw once how to translate header-files, I will do it myself the next time, and there are lots of useful dlls waiting to be implemented in purebasic.

SO, PLEASE, ISN´T THERE ANYONE IN THIS FORUM ABLE TO TRANSLATE A FEW HEADER-FILES???

(If you do not want to, because it is for an 3dengine and you are not interested in 3d, please do it for us and post it in "Tips and Tricks" to show other users how to do)
I become better!!! :)
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Post by dontmailme »

Well, I had a look at the header converter, didn't look before..... and ran the headers for this 3d engine through it...... it generated a lot of empty .pb files :oops:

So either I'm doing something wrong, or the program cannot handle the header files...... :?
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Post by fsw »

Guimauve wrote: By the way I search for a different 3D engine capable to support NURBS concept : Non Uniform Rational Bi-Spline (Curves and Surface). I'm a mechanical engineering technician and I would like to create my 2D-3D drafting and modelling tool for mechanics applications. If possible for Linux OS.

If someone have information please tell me here. Thanks
To find a free NURBS engine is not an easy task...

Maybe you look at :

http://openscenegraph.sourceforge.net

I don't know if it's capable of NURBS but it's free, opensource and not only used for simulation games but also for scientific visualization and modelling. 8)

It runs on IRIX, Linux, Windows, FreeBSD, Mac OSX, Solaris, HP-UX and PlayStation2! 8O

It's written in C++ so I don't know how easy it would be to access it with PureBasic though. :?

The current version is 0.9.6-2 and it seems to be really mature :wink:
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Post by fsw »

dontmailme wrote:Well, I had a look at the header converter, didn't look before..... and ran the headers for this 3d engine through it...... it generated a lot of empty .pb files :oops:

So either I'm doing something wrong, or the program cannot handle the header files...... :?
I had the same problem with really small C header files...
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fsw
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Regarding Open Scene Graph

Post by fsw »

Here some screenshots what the engine is already able to do...

http://openscenegraph.sourceforge.net/s ... index.html

8)
freak
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Post by freak »

dontmailme wrote:Well, I had a look at the header converter, didn't look before..... and ran the headers for this 3d engine through it...... it generated a lot of empty .pb files :oops:

So either I'm doing something wrong, or the program cannot handle the header files...... :?
Those are C++ header files, the converter tool can only read C headers.

@fsw:

> I had the same problem with really small C header files...

If those are really C files, could you send me an example?
I'd like to improve the converter if possible.

Timo
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dontmailme
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Post by dontmailme »

freak wrote:Those are C++ header files, the converter tool can only read C headers.
That'll be it then :oops:

Suppose it's a little harder to convert them 8O
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fsw
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Post by fsw »

freak wrote: @fsw:

> I had the same problem with really small C header files...

If those are really C files, could you send me an example?
I'd like to improve the converter if possible.

Timo
Well my files haven't been C++ but C-- 8O

here is one of the smallest files:

Code: Select all

//-----------------------------------------------------------------------------
// Name:        Size.h--
// Purpose:     wxSize
// Author:      Kai-Hong Chen
// Modified by:
// Copyright:   (c) Kai-Hong Chen
// Licence:     wxWindows licence
//-----------------------------------------------------------------------------

class wxSize : wxObject
{
	long cx;
	long cy;

	wxSize(long width, height);
	long	GetWidth	();
	long	GetHeight	();
	void	SetWidth	(EAX); // (dword width)
	void	SetHeight	(EAX); // (dword height)
};

:wxSize::wxSize(long x, y) 
{
	cx = x;
	cy = y; 
	classId = _wxSize;
	return ESI;
}

:long wxSize::GetWidth() { ESI = this; return cx; }
:long wxSize::GetHeight() { ESI = this; return cy; }
:void wxSize::SetWidth(EAX) { cx = EAX; }
:void wxSize::SetHeight(EAX) { cy = EAX; }

class WxSize : wxSize { WxSize(long x,y); };
:WxSize::WxSize(long x,y)
{
	return wxTheApp.addToGarbageList(wxSize(x,y)); 
}
But you are right :roll: it's not real C.

C-- is actually not C++ but it can handle classes since a few month.
This would move C-- away from plain C I guess...
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Post by AngelSoul »

@fsw
Here some screenshots what the engine is already able to do...

http://openscenegraph.sourceforge.net/s ... index.html
This looks very promising!
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Post by dracflamloc »

I agree, OGRE is a good engine that is just impractical. I don't want to have to bother using exporters from Milkshape3d and 3d studio max to create mesh files every time i want to change a model. I understand the LOD stuff but they really need to add support for ms3d and 3ds models because it is really a pain in the neck to develop with right now.

And an especially big problem is the our PB implementation of OGRE is out of date and the current .mesh format doesn't work with PB so we have to dig for older/buggier exporters. OGRE really isn't practical for the type of development people are going for with PureBasic and games.

T'is sad... but true.
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Post by BasicGuy »

By following regulary the OGRE forums and Sinbad's plan, I have to say than OGRE fits much better the purebasic concept than Irrlich could ever do, and I really believe in Sinbad's skills.
I agree with Fred. I've been messing about with the Python bindings to Ogre (pyOgre, available from a link in the Ogre forums) and to say the least, Ogre is very impressive, very full featured and has a solid developer community. I seriouly looked at Irrlicht, another nice engine, for a project but it's not far along enough and it develops too slowly. There's IrrlichtNX which was concieived for more rapid Irrlicht development, but it's not ready either, IMO.
I don't want to have to bother using exporters from Milkshape3d and 3d studio max to create mesh files every time i want to change a model.
Hmm, Ogre has far better support for different exporter than Irrlicht. Geez, when I can convert a Wing3d .wings file to mesh.xml and then to .mesh, I'm impressed. 8)

I'm glad Fred is staying with Ogre and if anyone want to do a binding to Irrlicht that cool as well. Good luck!
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