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Arkanit 3D
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Jul 16, 2005 4:28 pm    Post subject: Arkanit 3D Reply with quote

Hello,

well... im a Master of announcing nonsense Projects and of quiting them.... Laughing but im sure that this is not one....

Now, i wanned to make a Game Engine. For the beginning i searched for good Tutorials for implementing OGL/D3D on Delphi/Pascal. I found no good Tuts so i searched for a good 3D-Engine. I dont found (bad english....) a good 3D-Engine for Delphi but OGRE was interesting. So i learned to program OGRE. It seems that OGRE was not a good Choice, and then i found Irrlicht (i knew about it, but i was sticking to OGRE....). Irrlicht was very easy to implement and the Performance was over 75% better then in OGRE.

At the first of all i have programmed a little Application to load DMF Files with Irrlicht, not a wonder of the world but at least something. Now i want to implement basic Colision Detection, probably with ODE or NGD.

Features implemented jet:

- Loading DMF Files and render Lightmaps/Multi-Texture Blending






Milestone 1 (100%):

- Load DMF Files
- Render Lightmaps/Multi-Texturing
- Load DMF FIles and Textures from ZIP

Milestone 2 (50%):

- Implement simple Colision Detection with ODE/NGD
- Use WASD for Movement

Milestone 3 (0%):

- Simple Dynamic Object creation
- Animation
- Simple Colision Detection with Dynamic Objects

Milestone 4 (0%):

- Bumpmapping and/or Normal-Mapping for both Static und Dynamic Geometry
- Integration of Sound

Milestone 5 (0%):

- Shadows and Lightning for DO´s

... im too foul to write on...

I will release a Demo when i im finished with Milestone 2.

I hope this is not childische.

mfg, Sindwiller


Last edited by Sindwiller on Sat Jul 16, 2005 9:06 pm; edited 1 time in total
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Sat Jul 16, 2005 4:30 pm    Post subject: Reply with quote

Good work so far,Stick with it Very Happy

Dave
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Jul 16, 2005 5:36 pm    Post subject: Reply with quote

Irrlicht is a great engine to extend.
There are tuts on integrating Newton or ode for physics.
Audiere is super simple to add for sound if you want just one sound playing. OpenAL would be my choice.
You have a good roadmap there. I look forward to see what you come up with. Smile
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Jul 16, 2005 5:56 pm    Post subject: Reply with quote

Quote:
There are tuts on integrating Newton or ode for physics.


Ive got a Problem with the integration but i should solve it.... (ive posted it... Rolling Eyes )

mfg, Sindwiller
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trucker2000
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PostPosted: Sat Jul 16, 2005 7:54 pm    Post subject: Reply with quote

If you are using irr 11, the libs have changed.
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Jul 16, 2005 8:46 pm    Post subject: Reply with quote

trucker2000 wrote:
If you are using irr 11, the libs have changed.


Ive ported it to 0.10 but it wont work.

What stupid Framework is the Tut using?!?!

mfg, Sindwiller

ps. can someone give his NGD implementation Code?
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trucker2000
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PostPosted: Sat Jul 16, 2005 9:02 pm    Post subject: Reply with quote

Have you looked at Newirr?? It's someones merging of newton and irrlicht. It works and his code is pretty well commented. (if memory serves correctly. I haven't tried it yet).
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Sindwiller
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Joined: 25 May 2005
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Location: Zürich. Switzerland

PostPosted: Sat Jul 16, 2005 9:06 pm    Post subject: Reply with quote

trucker2000 wrote:
Have you looked at Newirr?? It's someones merging of newton and irrlicht. It works and his code is pretty well commented. (if memory serves correctly. I haven't tried it yet).


No i haven´t tried it.

I will try it tomorrow.

PS. Ive got the WASD Movement done, 50% for Milestone 2.

mfg, Sindwiller
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Jul 17, 2005 8:36 am    Post subject: Reply with quote

Its still not working.

The Compiler says that NewtonPlayerController.h have´s no newline...

mfg, Sindwiller
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Jul 17, 2005 2:52 pm    Post subject: Reply with quote

Aha good process! But what I don't get... isn't DMF loading natively supported by Irrlicht these days?
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Sun Jul 17, 2005 4:13 pm    Post subject: Reply with quote

Sindwiller, sorry, I have no clue on that one. Mabe ask on the newton forum?

Paul-Jan, yes. dmf is natively supported since V0.10 of Irrlicht. It works great too. I might add. Smile
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Jul 17, 2005 9:32 pm    Post subject: Reply with quote

trucker2000 wrote:
Sindwiller, sorry, I have no clue on that one. Mabe ask on the newton forum?

Paul-Jan, yes. dmf is natively supported since V0.10 of Irrlicht. It works great too. I might add. Smile


I will post that Problem.

Im trying to make Scripting with XML done, to create DO´s and such Things. But how can i define C++ Functions or Classes throw XML to use it then?

Do someone knows that?

mfg, Sindwiller
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trucker2000
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PostPosted: Mon Jul 18, 2005 12:20 am    Post subject: Reply with quote

Look at the "hello world" tut. It uses xml as irrlicht has it's own xml reader/writer.
It doesn't show how to write it, such as save preferences, but it will give you a basic idea how to implement it.
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Mon Jul 18, 2005 8:25 am    Post subject: Reply with quote

trucker2000 wrote:
Look at the "hello world" tut. It uses xml as irrlicht has it's own xml reader/writer.
It doesn't show how to write it, such as save preferences, but it will give you a basic idea how to implement it.


Ive implemented IrrXML to my App. All i need is to define the Irrlicht Classes/Functions to XML.

Like:

In C++:


Code:
map = smgr->getMesh("file");


In XML:

Code:
<getmesh="file">map</getmesh>


In C++:


Code:
ISceneNode* mapnode = smgr->addOctTreeSceneNode(map->getMesh(0)); 


In XML:

Code:
<addOctreeSN=map>mapnode</addOctreeSN>


In that Case, the addOctreeSN is a Subchild of the getmesh.

mfg, Sindwiller
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Il Buzzo
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Joined: 12 Aug 2004
Posts: 271
Location: Italy

PostPosted: Tue Jul 19, 2005 9:53 am    Post subject: Reply with quote

Hi All,
@Sindwiller
As a Dev-Cpp user and C++ programmer I've implemented Irrlicht with Newton before, using Irr++ (you can find in Irrlicht forums).
Errors you get are due to the fact that Gnu c++ compiler needs a newline at the end of a file, so go to "NewtonPlayerController.h" file and add a void line at the end.
It is not so difficult, and DeleD DMF format is fully included in Irrlicht since 0.10.0 (I've modified code for the next version since some users let me know they need a different texture dir so they could specify it).
If you need very basic physics you can use irrlicht standard triangle collision animation, give a look to samples to try this, I've used it in my DeleD level preview ( it's build on top of Irrlicht 0.11.0 with my new DMF loading routines and some other tricks Wink).
Just a last comment, you totally forgot in your list:
-audio management
-AI and enemy
-Level scripting
Wink.
Bye and if you have some troubles just ask!! Wink

P.S.: I'm currently developing my own game engine (you can see a preview in DeleD Level Preview Plugin) but I'm waiting for the new Newton physics release cause it will change a lot of things.
Anyway good luck with your engine. Wink
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