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About OGRE3D... but a sugestion

Posted: Sun Sep 16, 2007 6:10 pm
by byo
I don't know if this has been sugested before but why not leaving OGRE3D in somewhat "open" way inside PB. That way, whenever a new version would be available, it should be just a matter of updating the engine with the newest Engine3D.dll's conversion.

I saw some really impressive examples on the official site. Download the samples and see for yourself. They're definately amazing.
Take a look at the gallery:
http://www.ogre3d.org/index.php?set_alb ... _album.php

Namely, Building World and Heretic Kingdom made me fall off chair.

So I'd love if OGRE3D could be put in an open way, so it could be modified more easily everytime a new version came. It's definately one of the greatest 3D engines available.

Sorry if this has been sugested before.

Re: About OGRE3D... but a sugestion

Posted: Sun Sep 16, 2007 6:30 pm
by DarkDragon
byo wrote:I don't know if this has been sugested before but why not leaving OGRE3D in somewhat "open" way inside PB. That way, whenever a new version would be available, it should be just a matter of updating the engine with the newest Engine3D.dll's conversion.

I saw some really impressive examples on the official site. Download the samples and see for yourself. They're definately amazing.
Take a look at the gallery:
http://www.ogre3d.org/index.php?set_alb ... _album.php

Namely, Building World and Heretic Kingdom made me fall off chair.

So I'd love if OGRE3D could be put in an open way, so it could be modified more easily everytime a new version came. It's definately one of the greatest 3D engines available.

Sorry if this has been sugested before.
Ogre and the Ogrehack are opensource. There's a link somewhere in the help file that gives you the source of the hack.

Posted: Sun Sep 16, 2007 7:12 pm
by byo
But that's exactly my point.
I meant EASIER as in an include file with Import or Prototypes.
Not converting the entire source code every Ogre3D version.

I've heard that Blitz3D is being available as a SDK for PB in such form. So every Blitz3D SDK update would require no effort to update internally.
;

Posted: Sun Sep 16, 2007 11:51 pm
by Kaeru Gaman
really interesting point, no question.

the question is, how much more updates an update of the OGRE may need then.
e.g. if OGRE changes the arguments, the PB compiler has to be patched aswell,
or the new call will cause a syntax-error.
the IDE itself will not display the actual context-help, etc.
new commands have to be registered to the syntax-check and to the autocomplete aswell...

so, the question is not, if it would be nice (sure it would),
but if it is possible with acceptible efford.

seems that Fred likes to keep OGRE as implemented engine,
not just supportable engine as Irrlicht or DreaMotion already is...

Posted: Mon Sep 17, 2007 2:13 am
by byo
Kaeru Gaman wrote: seems that Fred likes to keep OGRE as implemented engine,
not just supportable engine as Irrlicht or DreaMotion already is...
Yes, it seems so. Not a bad thing since Purebasic's advertising states that it has a builtin 3D engine. Maybe keeping Ogre3D independent would make Purebasic loses the statement that it has a 3D engine.

Either way, I know Fred is a hard worker and by the posts I've read, he's planning to port the newest Ogre3D version in PB 4.30 or so. And the samples speak for themselves. They are awesome and if PB will have a stable Ogre version implemented, then it'll be the perfect programming language for any games (because the 2D engine of Purebasic is flawless).

Thanks for the input.

Posted: Wed Sep 19, 2007 4:42 am
by byo
One more thing:
How hard is it to make a graphics engine compatible with Purebasic? What precautions should I take? Is there a blindspot, any difficulties? For instance, Allegro, Genesis3D, Panda3D, Crystal Space.

How can I make the rendering screen work inside a PB window?