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Posted: Mon May 18, 2009 4:51 pm
by tmyke
Hello Psychophanta.
Psychophanta wrote:Anyway i don't see any deserving improvement in N3XTD in front of DM5.
So, can anyone tell me about?
Initially, it's clear that DM3D is better than N3XTD (in all cases in terms of raw speed).
That said, I wanted to return on a more complete, with other qualities. (Multiplateforme, etc...).
In addition, based on an existing engine, better keep this kind of project, and above all it's a much
less cumbersome to achieve.
Psychophanta wrote:Another point: DM5 programs eats here about 2% CPU.
N3XTD eats 100%
DM3D using resources much better video card that does Irrlicht. It is for this reason
that in some cases the CPU is much higher with N3XTD than it was with DM3D.
Although a number of sample, on several of my computers, I do not fit above 5-8% with N3XTD too.
In fact, my main purpose is not to provide the most advanced 3D engines, but rather the more
accessible, more open, complete, and on the maximum possible platform.
This project is still in its beginning, and it should grow over time.
I hope that I'll gradually increase the performance and correct any major bugs, while adding
a number of features and functions which are perhaps still lacking.

Posted: Mon May 18, 2009 9:23 pm
by Psychophanta
tmyke wrote:In fact, my main purpose is not to provide the most advanced 3D engines, but rather the more
accessible, more open, complete, and on the maximum possible platform.
This project is still in its beginning, and it should grow over time.
I hope that I'll gradually increase the performance and correct any major bugs, while adding
a number of features and functions which are perhaps still lacking.
That is nice, tmyke.
I see.
And yeah, keep going please

Posted: Wed May 20, 2009 5:32 am
by byo
Wow! Really fast engine... keep up the good work.
Posted: Wed May 20, 2009 7:52 am
by Inner
Interesting, this might help me out of a jam I'm in with Ogre as it doesn't free textures when loaded with .material scripts, or have a way to reload the scripts, at least in PB.
So what makes NEXT different from the other wrappers that have been done?
Posted: Wed May 20, 2009 9:51 am
by Inner
Any idea why the textures aren't properly applied to the model?
the model is a .mesh with a .material file, they are properly displayed using the Ogre engine, and in 3ds max.. maybe I'm missing a step some place.
Code: Select all
IncludePath "includes"
IncludeFile "n3xtD_PB.pbi"
InitSprite()
InitKeyboard()
InitMouse()
*app.l = iCreateGraphics3DWin(640, 480, #True, #EDT_DIRECT3D9 )
If (*app=#Null)
Debug "iCreateGraphics3DWin() Failed"
End
EndIf
;
*obj.IObject=iLoad3DObject("Acc.mesh")
If(*obj=#Null)
Debug "iLoad3DObject() Failed"
EndIf
*boat=iCreateMesh(*obj)
Define *cam.ICamera = iCreateCamera( )
iPositionNode(*cam, 0,15,-30)
Repeat
ExamineKeyboard()
ExamineMouse()
ShowCursor_(1)
; if Escape Key, exit
If KeyboardReleased(#PB_Key_Escape) Or WindowEvent()=#PB_Event_CloseWindow
Quit=1
EndIf
iBeginScene()
iDrawScene()
iEndScene()
Until Quit=1
; end
iFreeEngine()
Posted: Wed May 20, 2009 12:31 pm
by Progi1984
Could you give the mesh and its texture for test, plz ?
Posted: Wed May 20, 2009 1:20 pm
by Inner
Progi1984 wrote:Could you give the mesh and its texture for test, plz ?
I'll pm you a link.
Posted: Thu May 21, 2009 8:52 am
by tmyke
Hy Inner.
Indeed, there appears to have a worry in the application of textures on the model.
I am not familiar with the OGRE format, but I will see if there's really something is wrong.
(Sorry for this answer a little late ...)
Posted: Thu May 21, 2009 9:10 am
by Inner
tmyke wrote:Hy Inner.
Indeed, there appears to have a worry in the application of textures on the model.
I am not familiar with the OGRE format, but I will see if there's really something is wrong.
(Sorry for this answer a little late ...)
No problem, in the mean time I'll experiment with other formats other than (ogre) .mesh, to see if the problem is isolated to just .mesh or if it's a global issue.
Posted: Thu May 21, 2009 9:27 am
by Inner
* 3DS (Passed No Errors) (Exported 3DS Max)
* LWO (Passed No Errors) (Imported 3DS from Max exported to LWO)
* OBJ (Loads the mesh but no texture)
Can't test other formats as I don't have exporters for those.
Posted: Thu May 21, 2009 9:46 am
by tmyke
Inner wrote:* OBJ (Loads the mesh but no texture)
it's very strange, I made several export in OBJ format, without the worries of restitution in imports with N3XTD.
Posted: Thu May 21, 2009 11:42 am
by Inner
tmyke wrote:Inner wrote:* OBJ (Loads the mesh but no texture)
it's very strange, I made several export in OBJ format, without the worries of restitution in imports with N3XTD.
Maybe it has something to do with the texture itself, we're not talking about tiny 256x256 textures here but 2048x2048 monsters.
Posted: Thu May 21, 2009 12:09 pm
by tmyke
If a video card supports textures in 2048, then I think that there is no reason for the result to be as different textures in 256, no ?
Posted: Thu May 21, 2009 12:40 pm
by tmyke
I just made some simple tests export format '.mesh' with MilkShape and imports seems to be happening with N3XTD.
It is simple mesh, I will continue to see if I can fix the bug.

Posted: Sat May 23, 2009 10:03 am
by tmyke
After fifteen days without being updated, so here is version 7 of N3XTD.
The work is still on the integration of the GUI functions (second part).
Over 240 functions are now only available in this area, the final part comes
next weekend with the third and final phase of the wrap of the GUI.
Links are always those of the original post.
The next areas of work are:
- end of the GUI (few functions),
- and the first part of the integration of the physics engine.
