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Re: N3XTD: 3D engine

Posted: Sat Feb 06, 2010 7:50 pm
by djes
TMyke told us that N3xtD will be updated after a big project he has to finish. Please be patient :)

Re: N3XTD: 3D engine

Posted: Tue Apr 06, 2010 10:40 am
by Innesoft
What's the licence for this? It's *very* interesting.

Edit to add: I see iNodeName() will return the name of a node, but is there any way to set the name?

Re: N3XTD: 3D engine

Posted: Tue Apr 06, 2010 4:46 pm
by max_aigneraigner@web.de
(( I don't have the help-file here.. but: inamenode() ? ))

Re: N3XTD: 3D engine

Posted: Tue Apr 06, 2010 7:27 pm
by tmyke
Innesoft wrote:What's the licence for this? It's *very* interesting.
The license is free, the same license as Irrlicht ...
Innesoft wrote:I see iNodeName() will return the name of a node, but is there any way to set the name?
The iNodeName function return pointer of the node name field.

Re: N3XTD: 3D engine

Posted: Tue Apr 06, 2010 7:51 pm
by Innesoft
tmyke wrote:The license is free, the same license as Irrlicht ...
Well that's good news. Keep up the good work, it's a great wrapper!
tmyke wrote:The iNodeName function return pointer of the node name field.
Now that makes sense. :oops:

Re: N3XTD: 3D engine

Posted: Fri Apr 09, 2010 6:17 pm
by tmyke
I read there are one or two days your last post, which apparently he has been cleared.
Yes, there is a bug with the function iPointNode (), which is, contaminated by the parent when it exists.

If you locate, or better, fix some bugs, yes, I'll update accordingly the engine.

It is true that for the moment, I do not really have time to myself, but I hope to get an update of N3xtD by the end of the summer,
when I found a little free time ... and hope to restart this project ;)

friendly, TMyke.

Re: N3XTD: 3D engine

Posted: Sun Apr 11, 2010 12:23 pm
by mar
Hi TMyke,

great work.

There is a blender gamekit project already running with olong, irrlicht and ogre engine using bullet. Ogre port is developed most.
I didnt want to start a new topic. -- Maybe it is interesting and can boost your project somehow.

http://code.google.com/p/gamekit/

One good example - if you download the http://gamekit.googlecode.com/files/Ogr ... -win32.zip.
Then in explorer drop the "momo_ogre.blend" on the OgreKit.exe. Now you can walk around and move the boxes.

Good luck,
Marcus

Re: N3XTD: 3D engine

Posted: Sun Apr 11, 2010 7:46 pm
by tmyke
your project seems interesting indeed.

If I understand correctly, this allows import element defined in Blender.
Otherwise, use N3xtD Newton, not Bullet (too complex for me).

Re: N3XTD: 3D engine

Posted: Mon May 10, 2010 4:34 pm
by Env
Pardon me for asking, but what's stopping this from being just another Irrlicht wrapper?

Re: N3XTD: 3D engine

Posted: Mon May 10, 2010 6:11 pm
by max_aigneraigner@web.de
is has got special math functions, included physics, armature and shaders..
but most of it it simply works for most reasons! :D^^ ;)
that's why i use n3xt. ;)
(and there are quite a bit examples)

Re: N3XTD: 3D engine

Posted: Mon May 10, 2010 8:30 pm
by Env
So in effect, it would be a wrapper to a framework, with Irrlicht as the foundation.


May I ask, how much of the source code for this framework was written by tmyke, and how much of it was taken from other sources like the Irrlicht forums, and just joined together with simple methods?

Re: N3XTD: 3D engine

Posted: Mon May 10, 2010 9:36 pm
by max_aigneraigner@web.de
just download it and try it out :) ;)
it's the most powerful 3d engine or if you want to "framework" that is for free! available in purebasic.
As far as I saw it, tmyke did implement some things from his dreamotion3d engine (that was completely written by him), the irrlicht engine, newton, these shader effects for irrlicht (I think Xeffects) etc.

If you want it -> use it otherwise let it be ;)

but be aware, even if you have got the best 3d engine ever, you simple have to write your programs on your own, it's only the potential of making something nice, the basement.
Now go and make something out of this power!

Re: N3XTD: 3D engine

Posted: Sat May 29, 2010 10:14 pm
by Swos2009
very good wrapper :)

Re: N3XTD: 3D engine

Posted: Fri Jun 04, 2010 11:02 pm
by max_aigneraigner@web.de
I have just seen that the currently downloadable n3xtD 3D engine hasn't got the Xeffects included. I think I once downloaded the built 23 or 21.. (maybe 21) which has these commands included.

Image

sofar this built is now awailable Here ( Download ) (the last point)
these xeffects include shader-shadow/blur/invert etc
I don't know why it isn't implemented in this build_20 we can download currently from chi :) (thanks chi ! :) )
but Now these features (and some bug fixes in one include.. I think vector3.. variable name was wrong, but I don't know which one it was...) are awailable for everyone as long as the n3xtD site hasn't got its own website.

yours
max

( the next thing i'll do is to upload a 4.5 version of the thalius-irrlicht-wrapper.it's not that powerful in 3D as the n3xtD engine (thats why we changed to n3xtd) but it has got a good irrklang-3D- sound system which we use in magical twilight and sofar can complete this engine :).

Re: N3XTD: 3D engine

Posted: Sun Jul 04, 2010 5:55 pm
by Innesoft
I've been using N3xtD quite a lot for various projects, and I've just hit a bug.. not sure how to work around it, but..

In OpenGL, iDrawLine3D draws lines with 1px thickness (which I want), until you add other nodes to the scene, or draw text.. then it draws with 2px thickness. Using iThicknessMaterial() and iSetMaterial() has no effect on the line thickness at all.

Would appreciate a work-around if there is one.. since I don't want fugly thick lines. Using Direct3D9 ignores line thickness, but they're also horribly aliased, so it's not the answer I'm looking for.

tmyke?... anyone??