IrrlichtWrapper 1.05 (still) beta

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neotoma
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Post by neotoma »

Chrono Syndrome wrote: No, zere are no bug free software... And bug with entity movement is'n tooo serious... Until developers don't want to solve it.
Are you really say - i wouldn't want to fix Bugs ?
Maybe you overseen a really important point - I'm only the author of the Wrapper - not the Author of the Engine !
The Get/SetRotation-Functions in the Wrappe contains no logic. So everything goes to the Engine. So rewrite your problem in C++ and send it to them, or ask nik, bitplane ect. for help about this Problem.
But the Wrapper based on Irrlicht 1.2 maybe it is fixed already...
...and i'm now on a point to stop everything. I mention a small interest from some people, thats positve.
Chrono Syndrome wrote: Ignoring constructive feedbeack is always very bad, remember it.
Our idea of constructive is very different !
Chrono Syndrome wrote:
I'm doing all in my rare free time, and after this long time without much help.
I'm too ! So ?
Well, but you wrote no wrapper to wrap a whole 3D-Engine - or ?
You only give strange comments.
Chrono Syndrome wrote:
But - i'm doing serious projects.
Good luck) !
Thanks - it goes very well !!

@godai
I send you a PM ! Thanks !

Mike
Chrono Syndrome
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Post by Chrono Syndrome »

and i'm now on a point to stop everything.
It's your right... But it's will be very childish.
Are you really say - i wouldn't want to fix Bugs ?
I say that you pay no attention for bugreports.
Maybe you overseen a really important point - I'm only the author of the Wrapper - not the Author of the Engine !
He-he... First it has been PB's flot numbers representation, now it's directly IrrLicht bug... Well, I will ask some users of original Irr about it.
You still has engine's sources, BTW.
Well, but you wrote no wrapper to wrap a whole 3D-Engine - or ?
Yeah, sometimes ago... Well, I haven't finish it.
Don't try to catch ze Night !
Remember: 'z' is better zen 'th' =) !
Sorry for bad english.
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Post by Godai »

Arggh. Stop this discussion! Chrono. If you don't want to help or do not think this project is worth of your attention, stop trying to put it down.
People are adults here (well sorta ;)) and can make their own decisions.
They can download the wrapper and play around it. And if they don´t like it they can simply delete it off their harddrive and live happily ever after :)
Chrono Syndrome
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Post by Chrono Syndrome »

And if they don´t like it they can simply delete it off their harddrive and live happily ever after
Alredy. I'm only indignant about missing attention for FeedBack...

OK, I will end zis discussion.
Don't try to catch ze Night !
Remember: 'z' is better zen 'th' =) !
Sorry for bad english.
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blueznl
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Post by blueznl »

Neotama, just keep on going. There are people interested in this, regardless of what other people say.

Chrono, don't troll. And if you can, please drop that 'german' accent. Maybe the 't' and 'h' on your keyboard are stuck, but somehow I do not think that is the case.

We're all children here, playing around with wonderfull toys, so please be gentle.

(Leather, whip, chains... ah, she's so gentle... :-))
Last edited by blueznl on Mon Jul 16, 2007 7:59 am, edited 1 time in total.
( PB6.00 LTS Win11 x64 Asrock AB350 Pro4 Ryzen 5 3600 32GB GTX1060 6GB)
( The path to enlightenment and the PureBasic Survival Guide right here... )
neotoma
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Post by neotoma »

Chrono Syndrome wrote:
and i'm now on a point to stop everything.
It's your right... But it's will be very childish.
You misunderstand me - i'm not stopping the Project...
I' stopping working on the old release (1.2), to avoid
such problems in future i will try to use actual (svn) version of the engine.
Chrono Syndrome wrote:He-he... First it has been PB's flot numbers representation, now it's directly IrrLicht bug... Well, I will ask some users of original Irr about it.
You still has engine's sources, BTW.
That's a good niveau...
But you are right - i can not get a grip on this problem. So i wrote a lot of things already with the Engine, but i got no problem like that.
Maybe - if you still interested (or if not i will also find that bug), we could work together to get them out.

And yes - Sources of the Engine are Free. You can browse with your Brwoser throug it. But i not so deep into the engine to fix all bugs there.

So let calm down - you are right. I overseen that bug (or misinterpret that.) But thats also while my time is so rare i not look allways on all Forums.
I would like to have a own Forum with Bug-Threads..... ;-)

Chrono Syndrome wrote:
Well, but you wrote no wrapper to wrap a whole 3D-Engine - or ?
Yeah, sometimes ago... Well, I haven't finish it.
It's not easy or... so i don't want to loose your interest for the Engine.
But i allways hate that 'sarcastic'-comments.

Mike
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Post by SoulReaper »

keep up the good work @neotoma

I have nothing to offer but respect :)

I myself have spent a year on one project so i know theres a lot involved :)

so my hat is off to you because your stuff is wrapping " i think a 3d engine" :)

Mine is a application but its the time thats put in that important :wink:

p.s. @blueznl I like your thoughts on the (leather & whips oh baby) :twisted:

Regards
Kevin :wink:
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Inner
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Post by Inner »

"Chrono"

Shut up! do you have the slightest clue at all ?

Neotoma is more or less heroic status, due to the fact that PureBasic - read this - "DOES NOT HAVE A 3D ENGINE!" - Irrlicht is PB last best hope, without it I might as well use C++.

OGRE in pure basic is 1.0.7 the exporters for the .mesh format DO NOT even support that version anymore!, OGRE implementation is ALWAYS slacking behind the current status-quo, which is NO reflection on Fred what so ever, either you have time to do one thing or the other, and other things are more important for Fred to keep on top of than a 3D engine.

Which really can be the communities job, few have answered the call and got this far, so cram it buddy.

Neotoma;

Some sage advise buddy, and I hope this translates properly across the ever dent language barrier, keep going! I've been down that road and I know where it goes, I had my own Irrlicht project once it fell apart for various personal reasons.

I'm very pleased that you've changed to the .lib format, you are now following the path I took to do it, which is the better approach.

I'd help but I don't know how much use I'd be too you, but if you think of something let me know.
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Post by walker »

@neotoma:

I'd tried the wrapper for the for the first time (1.05) and I must say: very impressive ... don't listen to such "Pappnasen" (sorry for the german word but I don't know an appropriate english one...) and keep on this fantastic work

Question: I can't see any help (in the statusbar of the IDE) for the Irr_xxxx commands and even autocomplete doesn't work... have I missed something? I'd unpacked the zip into the purebasic folder....
Mike Yurgalavage
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Post by Mike Yurgalavage »

ATTN: Neotoma

I been doing other projects and just got back around to trying 3D again with purebasic. It seems that there has been much progress with this Irrlicht 3D engine and also the fact that it seems to be geared to the future with Vista and DX10 support, at least from what I read.

I wonder could you answer some questions for me-
(anyone else feel free to chime in also)

First of all, thanks for putting this together! I know that it was hard work, and I for one deeply appreciate the effort, as well as all of the helpful comments in the code that explain what is going on.

1) Is anyone working with you with this 3D wrapper project? If not, perhaps you would like some help? I plan to test each of the Irrlicht Wrapper Examples and then post my results as well as feedback. Would this be helpful? Also, if I discover problems or bugs, is this the place to post it? I wish to help improve the wrapper or help iron out problems if they exist. Hopefully you will not take this as being ungrateful or unappreciative of the work! This is a great wrapper!

2) Is every Irrlicht 3D command been converted with this wrapper? Also, is this wrapper updated to the latest version of Irrlicht? If not, how far behind?

3) I plan to create my characters/objects with 3D MAX and animated with it/ Animation Studio. Will this work? How should the files be saved as? Should I model terrain or large areas (for instance a football field) with the Irrlicht modeler or stick with 3D MAX for that as well?

4) If I have problems with certain commands or am trying to achieve a certain effect or perhaps a certain outcome with the 3D, where should I post questions since I am using purebasic? Is it best to post in the Irrlicht forums for specific command questions or here?

That's enough for now. I hope to get some replies from you soon. Do not be discouraged by others' remarks. This seems to be the 3D ability that people like me have been looking for with PureBasic. I am very impressed both with the Irrlicht engine and with your wrapper. Nice work! I look forward to working with you in the future on this and beginning my project-

best,
Mike
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Post by krensauce »

Just a small post to show my appreciation with the work on the wrapper.

Having full support of a nice 3d engine on PB will help this language and all developers a lot.
So thanks for the time you spent and you will spend on this project, many of us really appreciate it!
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Post by dontmailme »

Great work!

Examples run fine and at great speed!

Looking forward to a new build with latest irrlich code ;)

Edit: It seems that latest version of irredit works fine :)
Paid up PB User !
Thalius
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Post by Thalius »

1) Is anyone working with you with this 3D wrapper project? If not, perhaps you would like some help? I plan to test each of the Irrlicht Wrapper Examples and then post my results as well as feedback. Would this be helpful? Also, if I discover problems or bugs, is this the place to post it? I wish to help improve the wrapper or help iron out problems if they exist. Hopefully you will not take this as being ungrateful or unappreciative of the work! This is a great wrapper!
Yes a few meanwhile - including myself - however i had some Stuff to deal with lately and got a bit "off-course" =p back for now and back on the Manual and some more Examples. help is ALWAYS welcome. :)
2) Is every Irrlicht 3D command been converted with this wrapper? Also, is this wrapper updated to the latest version of Irrlicht? If not, how far behind?
Yes, and no - due to the Object oriented Model of Irrlicht the Commands are a bit different. However the Wrapper covers all needed functions plus more - Physics, Sound, Network ( next version ) are integrated into it which are not included in the basic Irrlicht Version. However i know the Manual needs alot of work still. The current wrapper is one Version behind 1.2 -> 1.3 - an update is planned but we want to ensure a "stable" Release before jumping Bridges :) altho there are halfway completed Versions of an 1.3 Port already ( inluding Linux ) - not for release tho yet (Planned for 1.06 maybe 1.07).
3) I plan to create my characters/objects with 3D MAX and animated with it/ Animation Studio. Will this work? How should the files be saved as? Should I model terrain or large areas (for instance a football field) with the Irrlicht modeler or stick with 3D MAX for that as well?
Its totally up to you - but i just can Recommend using IrrEdit for the Scenes and Lightmapping as its blazing fast and produces GREAT Lightmapped Results.

See here:
Image

irrEdit Download

Currently supported Fileformats are:
Possible Mesh-Types : 3D Studio (.3ds): Loader for 3D-Studio files which lots of 3D packages are able to export. Only static meshes are currently supported by this importer. Bliz Basic B3D (.b3d): Loader for blitz basic files, developed by Mark Sibly, also supports animations. Cartography shop 4 (.csm) COLLADA (.dae, .xml) Delgine DeleD (.dmf) DirectX (.x) Currently, Irrlicht only supports uncompressed .x files. Maya (.obj) Most 3D software can create .obj files which contain static geometry without material data. The material files .mtl are also supported. This importer for Irrlicht can load them directly Milkshape (.ms3d) .MS3D files contain models and sometimes skeletal animations from the Milkshape 3D modeling and animation software. This importer for Irrlicht can display and/or animate these files. My3D (.my3d) .my3D is a flexible 3D file format. The My3DTools contains plug-ins to export .my3D files from several 3D packages. OCT (.oct) The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht. OCT files OGRE Meshes (.mesh) Ogre .mesh files contain 3D data for the OGRE 3D engine. Irrlicht can read and display them directly with this importer. Pulsar LMTools (.lmts) LMTools is a set of tools (Windows & Linux) for creating lightmaps. Irrlicht can directly read Quake 3 levels (.bsp) Quake 3 is a popular game by IDSoftware, and .pk3 files contain .bsp files and textures/lightmaps describing huge prelighted levels. Quake 2 models (.md2) Quake 2 models are characters with morph target animation. Irrlicht can read, display and animate them directly with this importer.

as for animated characters you either can stick to md2, b3d, ms3d or X.
I personally (if i need more than the simple types md2 offers) use X as it allows you to add subobjects to joints on the X Model ( For Example attach the Axe onto the Dwarfs Hand ) and animate them thru a skeleton - Irrlicht automatically handles thoose for you ( Examples included ).
4) If I have problems with certain commands or am trying to achieve a certain effect or perhaps a certain outcome with the 3D, where should I post questions since I am using purebasic? Is it best to post in the Irrlicht forums for specific command questions or here?
For now here or a post titled [irrlicht] in the games or coding section - i am back on track on a development page and forums for this. Where people can ask Questions - FAQ - get more recent News on what the Team is doing and hopefully some snippets / Examples ;)

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! ;)"
Mike Yurgalavage
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Post by Mike Yurgalavage »

Thalius! Thank you for taking the time to respond and let me also say that i am thankful that you are back here, i was beginning to worry!

i am sure i will have more questions but for now since you seem to be back here i am going to test each of the examples and see if i have problems or if they all work correctly.

quick question:

I am using Purebasic v4.00. does the examples and the wrapper require a certain version of purebasic? what version of purebasic should i be using?

thanks again for your work on this!

best,
Mike
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Post by Mike Yurgalavage »

i am going to model with 3ds MAX 9 and see if i can animate there and then export the model/animation to .x OR see if i can export to something that i can import into Milkshape 3D.

anyone know the latest version of Milkshape 3D and if it can properly import 3ds model/animations?

I don't want to get hours into modelling and animating and find that i chose a bad path to go down (3dsMAX modelling/animation).

Here is my plan:

i am going to be making a sports type game (AMERICAN FOOTBALL). of course it will be more involved with time, but for testing i need to create a football field, and an animated football player.

for the football field, i suppose i will use the irrEDIT.

for the football player, i will make him in 3ds MAX using simple shapes FIRST like squares for head, body, arms, legs (simple shapes) and then texture them in 3ds MAX and also animate in MAX and export to .x OR use Milkshape if necessary for import export to ms3d.

see if i can use irrlicht wrapper in purebasic to display football field and animated player.

FUTURE PROBLEMS/QUESTIONS:

1) is there a way to change textures on the fly for different football players? for instance let's say i want to use the same football player model for all the football players. how would i put different numbers on the player's jerseys, make players skin different colors etc. but use the same model? or use the same football player model for two different teams, but use different colors for each team's uniforms, etc.

2) same thing for the football field- how can i change the textures for end-zone for each team, etc.

thanks again for your time and efforts!

best,
Mike
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