N3XTD: 3D engine

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Psychophanta
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Post by Psychophanta »

Thanks for your answer TMyke,
yes i referred mainly to speed. For us compatibility is not an aim, but speed and accuracy is critical.
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Thalius
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Post by Thalius »

Ill be happy to test it on Linux - afterall your farer than i with my wrapper.

With purebasic3d.com do you plan to create a free ( n3xt3D ) and commercial ( DM3d ) usable 3d enviroment for PB? Its a great idea actually!

For me its a plus that you used irrlicht as i am meanwhile pretty familiar with it - tho havent followed recent development quiet as closely anymore because of work ....if you get home at 23.00 everyday - not much stuff gettin done. :/

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Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
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tmyke
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Post by tmyke »

Thalius wrote:With purebasic3d.com do you plan to create a free ( n3xt3D ) and commercial ( DM3d ) usable 3d enviroment for PB? Its a great idea actually!
Yes, even if for the moment I stopped the development of DM3D to focus on N3xtD.

Thalius wrote:..if you get home at 23.00 everyday - not much stuff gettin done. :/
It's time that I started going to bed. ;)
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Post by Saboteur »

The engine seems very complete: renderer, physics, gui... Will you include support for irrlicht scenes?
Anyway, I think the engine need massive tests by users. XD
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Thalius
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Post by Thalius »

i havent tested yet, tho is the irrmesh and scene format supported ?

Would be very handy because of this:
http://code.google.com/p/tubras/wiki/irrbTutorials ;)

Cheers,
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! ;)"
tmyke
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Post by tmyke »

Saboteur wrote:The engine seems very complete: renderer, physics, gui... Will you include support for irrlicht scenes?
Thalius wrote:i havent tested yet, tho is the irrmesh and scene format supported ?
This will be available in the next update, as well as the integration code Blindside (XEffects).
Saboteur wrote:Anyway, I think the engine need massive tests by users. XD

That is quite right. We try to test the engine (thank you to Cpl.Bator which is very effective for this). ;)
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Thalius
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Post by Thalius »

This will be available in the next update, as well as the integration code Blindside (XEffects).

:shock:

If you get that to run then this will be the win !
I ve been griping around with compiling errors everywhere trying to implement this ( or several gfx glitches - such as the Z-Buffer lookups using RTT on ATI Cards ... which actually came up today again in the german forums .. man i could have smacked my head ... )

For the depth buffer in this case you have to make a copy on thoose (which i found out ) - new possibilities tho partially slower lookups... otherwise you end up with gfx garbage - but np! i can test this stuff!

Keep up the good work :D

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! ;)"
tmyke
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Post by tmyke »

For now, everything works fine.

It is only on certain video cards a bit old or entry is difficult, but otherwise, there is excellent results. ;)
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Thalius
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Post by Thalius »

Looking forward to it ! :D
"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! ;)"
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Post by Anonymous »

N3xtd is great ! :D

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Thalius
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Post by Thalius »

@Cpl.Bator you Tease ! gogo Softshadows! :lol:

Thats not Release 11 isnt it ? (aka as using Xeffects)

btw. what would be helpful ( since am catching myself searching the include for the commands ) would be an PB ide function description or jaPBe file - for autocompletion and stuff. (jaPBe file i could prolly build).

Cheers,
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! ;)"
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Post by Anonymous »

No , is lightmapping shadow for static mesh , is calculated manually with pb routines


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Thalius
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Post by Thalius »

@Cpl.Bator 8) Very cool !

Bloody French ! i need a new job where i have time to code for fun again :cry:
"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! ;)"
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Post by Anonymous »

Become unemployed , It's fashion in the modern society :D
tmyke
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Post by tmyke »

N3XTD update ( the twelfth)

A lot of bugs fixed or missing filled (thank you to Cpl.Bator the TerminaBetaTesteur).
In terms of innovations, integration XEffect instructions. They allow
implementation simple and easy to effect (shader) and scenes full shadowmapping. Attention, old maps
or input range refrain;).

Second integration, the ability to directly import scene built with irrEdit1.5 (Link section of the site).
Very interesting for those who know.

In summary, 6 new samples, the 031-048-220-221-222-223


Links are always those of the original post, or on http://www.n3xt-d.org web site (download section).

The next areas of work are:
- The C++ Header, which was much needed,
- always various routines to improve and add some functions.

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