N3XTD: 3D engine
- NoahPhense
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Re: N3XTD: 3D engine
hell yeah... i wanna play some DM in sample3 .. lol
Nice work!!
- np
Nice work!!
- np
thx 

If this small project can also help boost PureBasic in this field, then I would be satisfied.

no problem with that.Mistrel wrote:I hope you keep this project up.

My wish would be to me too, to see the community grow PureBasic 3D.Mistrel wrote:I'd love to see some competition to help stir up the PureBasic game development community.
If this small project can also help boost PureBasic in this field, then I would be satisfied.

Little update of N3XTD (revision 6), with the first implementation of control functions for the GUI.
this is only the first part, the rest will be available in the revision 7, in 15 days (sorry, I must absent for ten days).
The main instructions for GUI instructions are coded:
- Button, CheckBox, EditBox, TextStatic, GUIImage and CursorControl.
Two sample have been added, sample060 and sample061.
Links are always those of the original post.
For the curious, here's a link to some screenshots, from the community of Irrlicht -> screensshot of Irrlicht
this is only the first part, the rest will be available in the revision 7, in 15 days (sorry, I must absent for ten days).
The main instructions for GUI instructions are coded:
- Button, CheckBox, EditBox, TextStatic, GUIImage and CursorControl.
Two sample have been added, sample060 and sample061.
Links are always those of the original post.
For the curious, here's a link to some screenshots, from the community of Irrlicht -> screensshot of Irrlicht
impressive
, very good job
[ j'espere seulement que tu ne vas pas abandonner en cours de route comme pour dreamotion3D, cela dit vu la somme de travail qu'impose un tel developpement, je m'y attendais personnellement, c'est pour cette raison que je n'ai pas investi de temps sur ce moteur, la logique aurait ete de se baser plutot sur un moteur existant pour creer un wrappeur a purebasic, c'est le cas maintenant, bravo, le choix d'irrlicht est excellent quoique je me serais plutot orienté vers un moteur pure opengl comme Horde 3D situé ici :
http://www.horde3d.org/screenshots.html
comme tout travail merite salaire, je crois que tu devrais instaurer un systeme de don volontaire des que ton wrapper sera assez abouti pour etre utilisable dans de petits projets, je ne manquerais pas de faire un don dans ce sens des que ton projet sera utilisable...]
*** here is a translation, thank you a http://translate.google.com even if it is not always perfect ...
[I just hope you're not going to leave en route as dreamotion3D, however given the amount of work required by such a development, I expected personally, this is why I don ' have not invested much time on this engine, would have been logical to rely instead on an existing engine to create a wrappeur a PureBasic is now the case, bravo, choosing Irrlicht is excellent although I would rather oriented engine to a pure 3D opengl as Horde located here:
http://www.horde3d.org/screenshots.html
as any work deserves pay, I think you should introduce a system of voluntary donation of your wrapper that will be mature enough to be used in small projects, I would certainly make a donation in this direction that your project will be usable. ..]

[ j'espere seulement que tu ne vas pas abandonner en cours de route comme pour dreamotion3D, cela dit vu la somme de travail qu'impose un tel developpement, je m'y attendais personnellement, c'est pour cette raison que je n'ai pas investi de temps sur ce moteur, la logique aurait ete de se baser plutot sur un moteur existant pour creer un wrappeur a purebasic, c'est le cas maintenant, bravo, le choix d'irrlicht est excellent quoique je me serais plutot orienté vers un moteur pure opengl comme Horde 3D situé ici :
http://www.horde3d.org/screenshots.html
comme tout travail merite salaire, je crois que tu devrais instaurer un systeme de don volontaire des que ton wrapper sera assez abouti pour etre utilisable dans de petits projets, je ne manquerais pas de faire un don dans ce sens des que ton projet sera utilisable...]
*** here is a translation, thank you a http://translate.google.com even if it is not always perfect ...
[I just hope you're not going to leave en route as dreamotion3D, however given the amount of work required by such a development, I expected personally, this is why I don ' have not invested much time on this engine, would have been logical to rely instead on an existing engine to create a wrappeur a PureBasic is now the case, bravo, choosing Irrlicht is excellent although I would rather oriented engine to a pure 3D opengl as Horde located here:
http://www.horde3d.org/screenshots.html
as any work deserves pay, I think you should introduce a system of voluntary donation of your wrapper that will be mature enough to be used in small projects, I would certainly make a donation in this direction that your project will be usable. ..]
*** Excuse my bad English, I uses has translating program ***
As for Dreamotion3D, you're absolutely right.
And in the case of N3xtD, I have absolutely no intention to stop in middle way.
My goal is always to offer a viable solution for 3D in PureBasic, free, open source and Multiplatform.
And why not Horde3D? (or as Ogre too, etc... )
I know a little bit to the engine. I tested and skim a lot of different 3D engines, and I have set
myself a number of outcome measure, and I stopped on Irrlicht.
I explain in detail my approach to this point, and the reason for this choice here (sorry, it's in french). Why 3D engine based on Irrlicht for PB

And in the case of N3xtD, I have absolutely no intention to stop in middle way.
My goal is always to offer a viable solution for 3D in PureBasic, free, open source and Multiplatform.
And why not Horde3D? (or as Ogre too, etc... )
I know a little bit to the engine. I tested and skim a lot of different 3D engines, and I have set
myself a number of outcome measure, and I stopped on Irrlicht.
I explain in detail my approach to this point, and the reason for this choice here (sorry, it's in french). Why 3D engine based on Irrlicht for PB
Indeed, once the project has matured, so I remember the ideaas any work deserves pay, I think you should introduce a system of voluntary donation of your wrapper that will be
mature enough to be used in small projects, I would certainly make a donation in this direction that your project will be usable

*** And in the case of N3xtD, I have absolutely no intention to stop in middle way.tmyke wrote:As for Dreamotion3D, you're absolutely right.
And in the case of N3xtD, I have absolutely no intention to stop in middle way.
My goal is always to offer a viable solution for 3D in PureBasic, free, open source and Multiplatform.
And why not Horde3D? (or as Ogre too, etc... )
I know a little bit to the engine. I tested and skim a lot of different 3D engines, and I have set
myself a number of outcome measure, and I stopped on Irrlicht.
I explain in detail my approach to this point, and the reason for this choice here (sorry, it's in french). Why 3D engine based on Irrlicht for PB
Indeed, once the project has matured, so I remember the ideaas any work deserves pay, I think you should introduce a system of voluntary donation of your wrapper that will be
mature enough to be used in small projects, I would certainly make a donation in this direction that your project will be usable
My goal is always to offer a viable solution for 3D in PureBasic, free, open source and Multiplatform.
Heureux de l'entendre -- (Pleased to hear)
*** And why not Horde3D? (or as Ogre too, etc... )
je disais ca parce que la dll de horde est vraiment legere compare a celle d'irrlicht , le code a l'air epure base uniquement sur openGL...
(I said that because the dll legere horde is really comparable to that of Irrlicht, the code has air Epure solely on openGL ...)
*** I explain in detail my approach to this point, and the reason for this choice here (sorry, it's in french). Why 3D engine based on Irrlicht for PB
ok, I understand
Pour finir, merci de ta reponse et bonne continuation...
(Finally, thank you for your response and good continuation ...)

*** Excuse my bad English, I uses has translating program ***
Hi tmyke,
you are the first who really provide all the sources for your project. I tried to translate the irrlicht net cp wrapper for purebasic. But I think this way is to complicated for the end user. So your solution seems to be best. It is still possible to use this in C - great idea. This will help to find issues in languges like purebasic and make it possible to use this in php for a web application.
Now for the physics engine I would suggest that you use the bullet engine. This engine is used in Blender and seems to be the best open source engine.
http://irrlicht.sourceforge.net/phpBB2/ ... ght=bullet
Can't wait to see your progress. If my time allows it I would like to do help you - maybe some translation to german or with the physics.
Right now your speed is incredible.
mar
you are the first who really provide all the sources for your project. I tried to translate the irrlicht net cp wrapper for purebasic. But I think this way is to complicated for the end user. So your solution seems to be best. It is still possible to use this in C - great idea. This will help to find issues in languges like purebasic and make it possible to use this in php for a web application.
Now for the physics engine I would suggest that you use the bullet engine. This engine is used in Blender and seems to be the best open source engine.
In Irrlicht there is also one example how to use bullet with irrlicht.Blender: Collision detection and dynamics simulation now support Bullet Physics Library. Bullet is an open source collision detection and rigid body dynamics library developed for Play Station 3
http://irrlicht.sourceforge.net/phpBB2/ ... ght=bullet
Can't wait to see your progress. If my time allows it I would like to do help you - maybe some translation to german or with the physics.
Right now your speed is incredible.
mar
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- Joined: Thu Oct 23, 2008 5:19 pm
- Location: Mexico
hi
i was able to try the engine in a windows and linux enviroment,
but in mac when i issued the make command it gave this error:
g++ -Wall -pipe -g -D_DEBUG -I../../include -Izlib -Ijpeglib -Ilibpng -I/usr/X11R6/include -DIRRLICHT_EXPORTS=1 -c -o COpenGLDriver.o COpenGLDriver.cpp
In file included from COpenGLDriver.cpp:5:
COpenGLDriver.h:15:31: error: CIrrDeviceMacOSX.h: No such file or directory
COpenGLDriver.h:86: error: 'CIrrDeviceMacOSX' has not been declared
COpenGLDriver.h:414: error: ISO C++ forbids declaration of 'CIrrDeviceMacOSX' with no type
COpenGLDriver.h:414: error: expected ';' before '*' token
COpenGLDriver.cpp:348: error: 'CIrrDeviceMacOSX' has not been declared
COpenGLDriver.cpp: In constructor 'irr::video::COpenGLDriver::COpenGLDriver(const irr::SIrrlichtCreationParameters&, irr::io::IFileSystem*, int*)':
COpenGLDriver.cpp:352: error: class 'irr::video::COpenGLDriver' does not have any field named '_device'
COpenGLDriver.cpp: In member function 'virtual bool irr::video::COpenGLDriver::endScene()':
COpenGLDriver.cpp:610: error: '_device' was not declared in this scope
COpenGLDriver.cpp: At global scope:
COpenGLDriver.cpp
error: 'CIrrDeviceMacOSX' has not been declared
make: *** [COpenGLDriver.o] Error 1
----------------------------------------------------------------------------
i found a xcodeproj in the source dir macosx and i was able to make a libIrrlicht.a and i installed in the purelibraries/userlibraries
but i cant figure out how to run the first example linking with this lib
any help that can give me to run the examples?
thanks
i was able to try the engine in a windows and linux enviroment,
but in mac when i issued the make command it gave this error:
g++ -Wall -pipe -g -D_DEBUG -I../../include -Izlib -Ijpeglib -Ilibpng -I/usr/X11R6/include -DIRRLICHT_EXPORTS=1 -c -o COpenGLDriver.o COpenGLDriver.cpp
In file included from COpenGLDriver.cpp:5:
COpenGLDriver.h:15:31: error: CIrrDeviceMacOSX.h: No such file or directory
COpenGLDriver.h:86: error: 'CIrrDeviceMacOSX' has not been declared
COpenGLDriver.h:414: error: ISO C++ forbids declaration of 'CIrrDeviceMacOSX' with no type
COpenGLDriver.h:414: error: expected ';' before '*' token
COpenGLDriver.cpp:348: error: 'CIrrDeviceMacOSX' has not been declared
COpenGLDriver.cpp: In constructor 'irr::video::COpenGLDriver::COpenGLDriver(const irr::SIrrlichtCreationParameters&, irr::io::IFileSystem*, int*)':
COpenGLDriver.cpp:352: error: class 'irr::video::COpenGLDriver' does not have any field named '_device'
COpenGLDriver.cpp: In member function 'virtual bool irr::video::COpenGLDriver::endScene()':
COpenGLDriver.cpp:610: error: '_device' was not declared in this scope
COpenGLDriver.cpp: At global scope:
COpenGLDriver.cpp
make: *** [COpenGLDriver.o] Error 1
----------------------------------------------------------------------------
i found a xcodeproj in the source dir macosx and i was able to make a libIrrlicht.a and i installed in the purelibraries/userlibraries
but i cant figure out how to run the first example linking with this lib
any help that can give me to run the examples?
thanks
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- Location: Mexico
hi again
i found a post from djes in purebasic.fr that will help (copying
the content from the dir macosx to the root dir)
the command make went witout error, but the make sharedlib gave this
error:
ld: unknown option: -soname
collect2: ld returned 1 exit status
make: *** [sharedlib] Error 1
any help?
thanks
i found a post from djes in purebasic.fr that will help (copying
the content from the dir macosx to the root dir)
the command make went witout error, but the make sharedlib gave this
error:
ld: unknown option: -soname
collect2: ld returned 1 exit status
make: *** [sharedlib] Error 1
any help?
thanks
Well, I have been unsuccessful (by now) to compile the project on my first imac (I have it for 2 weeks!). I have successfully compiled the macos part, both using xcode or modifying the makefile, but after that I have a linking error on the mac specific functions. LD can't find them in the .obj files...?
@mar:
Thank you for your comments and interest.
For the physic engine, I hesitate between Newton and Bullet.
My approach is always the same, that is to say something simple and easy to use on all platforms.
Newton fits these criteria. Bullet is certainly more efficient, and there is
actually already a lot of code in Irrlicht to use the physic engine.
For Newton, a few times, version 2.0 is available, and the tests that I made with the beta version are
also very impressive. In addition it keeps a certain compatibility with version 1.5.
As soon as I finished the GUI code, I would point to the physical and some tests
to see what the engine seems better suited.
@alan_solis:
I'm sorry, but I do not really know any of the MAC system.
So I'm having some trouble getting help. It will rely on its other MAC user (as Djes) to make
progress on this system.
Thank you for your comments and interest.

For the physic engine, I hesitate between Newton and Bullet.
My approach is always the same, that is to say something simple and easy to use on all platforms.
Newton fits these criteria. Bullet is certainly more efficient, and there is
actually already a lot of code in Irrlicht to use the physic engine.
For Newton, a few times, version 2.0 is available, and the tests that I made with the beta version are
also very impressive. In addition it keeps a certain compatibility with version 1.5.
As soon as I finished the GUI code, I would point to the physical and some tests
to see what the engine seems better suited.
@alan_solis:
I'm sorry, but I do not really know any of the MAC system.
So I'm having some trouble getting help. It will rely on its other MAC user (as Djes) to make
progress on this system.
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