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				N3XTD: 3D engine
				Posted: Sun May 03, 2009 5:04 pm
				by tmyke
				Hello  
The purpose of this post is to present the project N3XTD.
What N3XTD ?
N3XTD is a small 3D engine project, developed specifically for early PureBasic.
It is an adaptation of the Irrlicht 3D engine. Based on version 1.5, it takes the engine well known, shaped and adapted into a 3DEngine 
easiest access possible to the greatest number. 
Under development, it will eventually for most features of Irrlicht and an integration of a physics engine.
For now, all the examples (about forty) are not super impressive, but mainly in a pedagogical objective.
It is a nascent project, free access, and OpenSource. 
This project is multiplatform, run fine under Window, seems to work without too much problem with Linux, by against I have found no 
fan of MAC to try on this platform.(There is also a version for C/C++. which will be available in the coming days.)
Link:
build 20 (feb-05-2010) is here->http://www.n3xt-d.org/_download/n3xtd.zip
for install, unzip the archive, and copy all folders inside the PureBasic directory. That all. 
Source of the engine:
build 20 (feb-05-2010) is here->http://www.n3xt-d.org/_download/SourceEngine.zip
 
 
 
 
			 
			
					
				
				Posted: Mon May 04, 2009 3:55 am
				by Heathen
				Very nice. 
I noticed a problem though, the examples stay running in the background when you close the window.
What I would love to see in a 3d engine is a system for handling large terrain. Like a chunked LOD system. I know it's a lot of work though.
 
			 
			
					
				
				Posted: Mon May 04, 2009 12:00 pm
				by Num3
				Groovy, another great one Tmyke !
			 
			
					
				
				Posted: Mon May 04, 2009 12:30 pm
				by tmyke
				Heathen wrote:Very nice. 

I noticed a problem though, the examples stay running in the background when you close the window.
 
It's strange. To close the application, it is necessary to press' ESC  key'. Otherwise, the release of resources may not be clean.
Heathen wrote:What I would love to see in a 3d engine is a system for handling large terrain. Like a chunked LOD system. I know it's a lot of work though.
As soon as I finished the first full version N3XTD, then I would see for a number of additional elements, like
large terrain of which you speak.
Although the current engine of terrain allowing already quite large and important zones. 

 
			 
			
					
				
				Posted: Mon May 04, 2009 3:13 pm
				by Num3
				tmyke wrote:Although the current engine of terrain allowing already quite large and important zones. 

 
Yes it does!
I recognize my terrain on the demo 

 so i have the perfect sense of the scale of it in comparison ...
 
			 
			
					
				
				Posted: Mon May 04, 2009 5:16 pm
				by sigi
				Another great work, thank you.  

 
			 
			
					
				
				Posted: Mon May 04, 2009 5:30 pm
				by tmyke
				thx 
Num3 wrote:Yes it does!
I recognize my terrain on the demo 

 so i have the perfect sense of the scale of it in comparison ...
 
Normal, I integrated the code of the terrain engine Dreamotion3D inside N3XTD  

 
			 
			
					
				
				Posted: Mon May 04, 2009 8:05 pm
				by Saboteur
				tmyke wrote:Normal, I integrated the code of the terrain engine Dreamotion3D inside N3XTD  

 
Yes, and you let Dreamotion3D title in function iCreateGraphics3DWin().
Anyways, great work. Waiting for updates.... 

 
			 
			
					
				
				Posted: Mon May 04, 2009 8:18 pm
				by tmyke
				Oups 

     what fineness of observation. 
This will be corrected in the next update next weekend.
 
			 
			
					
				
				Posted: Tue May 05, 2009 2:15 am
				by Heathen
				tmyke wrote:
Although the current engine of terrain allowing already quite large and important zones. 

 
Thanks, I will take another look. What I'm looking for is a terrain system which is capable of having a view distance of many kilometers, while being memory/GPU/CPU efficient.
 
			 
			
					
				
				Posted: Tue May 05, 2009 5:17 am
				by tmyke
				Heathen wrote:What I'm looking for is a terrain system which is capable of having a view distance of many kilometers, while being memory/GPU/CPU efficient.
Indeed, such a system terrain is not found in all engines, especially those with the qualities.
N3XTD is open, then it will always be possible to see what can be done.  

 
			 
			
					
				
				Posted: Tue May 05, 2009 7:59 pm
				by chi
				amazing wrapper!!! thank u sooo much 
i couldn“t find a way to manipulate the cursor position etc. (ICursorControl)...
any chance to see that in your next release? any workaround for now?
cheers, chi
 
			 
			
					
				
				Posted: Tue May 05, 2009 8:34 pm
				by tmyke
				For the next update, I work on the functions related to the GUI, so there will be the functions ICursorControl. 

 
			 
			
					
				
				Posted: Tue May 05, 2009 8:36 pm
				by IceSoft
				@tmyke,
Which version is better: The PureBasic or the C++ version? And why?
			 
			
					
				
				Posted: Tue May 05, 2009 8:51 pm
				by tmyke
				tell you which version of N3XTD? 
In this case it's the same. only examples of C + + packages are fewer, only for lack of time 
(PB processing codes in C++ code).
or your question is: is it N3XT above his big brother Irrlicht?
In this case, it is not easy to answer yet.
It will make the point a few times, when the modification of native engine, and the various additions are well advanced.