Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Dark GDK / [WIP] Quantum Horizon Game Engine

Author
Message
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 9th Dec 2009 13:34 Edited at: 6th Jul 2015 12:15
Topic closed....

worked in a iOS developer company as a hacker..
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 9th Dec 2009 13:47
Lua-DarkGDK

Date Completed:Dec 2009

Description:
Wraps most of DarkGDK commands which is around 1200 functions. The function names for DarkGDK in LUA programming are the same for C++. Contains minimal comments.
Error checking is good enough. Parameter count checking and default arguments are being checked in every code.

Lines of Codes: 24600 lines with 100 comment lines

To Do(Improvements only):
1.Error checking with the failure of functions should be handled.

Next To Do In Engine:
Lua-DarkGDK demo

When a person has nothing but a dream, can he dare to dream.
Zotoaster
19
Years of Service
User Offline
Joined: 20th Dec 2004
Location: Scotland
Posted: 9th Dec 2009 16:37
How do you have 25000 lines when you only have a Lua wrapper done?

"everyone forgets a semi-colon sometimes." - Phaelax
TechLord
21
Years of Service
User Offline
Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 9th Dec 2009 17:06
Hi marlou,

Will your concept of AI which uses Quantum Neural Network Algorithms be Open Source? If so we could sure use it here.

marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 10th Dec 2009 06:24 Edited at: 10th Dec 2009 07:49
Quote: "How do you have 25000 lines when you only have a Lua wrapper done?"


Its the other way around. Its not a C++ wrapper for Lua. I wrapped the DarkGDK functions into Lua. I wrapped all 1000 DarkGDK functions into my Lua interpreter.Its about 30 lines for every DarkGDK C++ function. It contains error checking and parameter checking for the lua language.

Quote: "Will your concept of AI which uses Quantum Neural Network Algorithms be Open Source? If so we could sure use it here."


Yes it will be open source. So far, i can grasp the concept of quantum perceptron by Altaisky. As for the rest, not so much. Grovers and Deutsch-Josza are still hard for me now. I will try to understand them later.

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 10th Dec 2009 06:34 Edited at: 10th Dec 2009 06:51
UPDATE
Lua Scripting Engine Demo

So far only 1 demo, This demo is the same as the default project for DarkGDK 2d game Wizard. The only difference is it is written in lua. The lua file is then executed by my executable. Heres the code:

main.cpp


script.lua


As you can see, the name of the lua functions wrapping DarkGDK functions is the same as the ones for C++. Here's a screenshot. And download attached. You can change the lua file if you want. By default, the script won run if you have syntax error in code. If you have a parameter argument error, you will be prompted by GDK and show the erring line. Screenshot.


And Download attached for the executable,script and media.

When a person has nothing but a dream, can he dare to dream.

Attachments

Login to view attachments
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 10th Dec 2009 06:49 Edited at: 10th Dec 2009 06:50
UPDATE
Newton Integration

I get the following errors during linking...


I realized the following:
dQuaternion.h
-no function definition for dQuaternion (const dVector &unit_Axis, dFloat Angle = 0.0f)
dMatrix.h
-no function definition for dMatrix (const dQuaternion &rotation, const dVector &position)

Ruby Scripting Engine
error:win32.h undefined ruby variable types

error:cannot include "sys/time.h" not available in Visual Express 2008 libraries

changing to "sys/timeb.h"
error:inconsistent dll linkage
error:second C linkage of overloaded function
error:linkage specification contradicts earlier specification for 'strchr'

Might fail in integrating ruby with DarkGDK because ruby version is only compatible with earlier versions of MSVC++.

Solution: Will try to integrated more updated versions of NewtonSDK and Ruby.


To Do:

1.Wrap the DarkGDK functions into my ruby script interpreter.
2.Integrate Newton SDK with DarkGDK

I will appreciate any help. ^__-

When a person has nothing but a dream, can he dare to dream.
Matty H
15
Years of Service
User Offline
Joined: 7th Oct 2008
Location: England
Posted: 10th Dec 2009 15:48
Can't help wrap Newton but could help wrap PhysX as I have already started for dosp(darkGDK open source project), let me know if you're interested.
Zotoaster
19
Years of Service
User Offline
Joined: 20th Dec 2004
Location: Scotland
Posted: 10th Dec 2009 17:14
Seems cool so far. But shouldn't you take advantage of C++'s OO cpapabilities, to be able to run multiple scripts at a time?

"everyone forgets a semi-colon sometimes." - Phaelax
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 11th Dec 2009 06:20
Quote: "Can't help wrap Newton but could help wrap PhysX as I have already started for dosp(darkGDK open source project), let me know if you're interested."

A PhysX wrapper would be cool too.

Quote: "But shouldn't you take advantage of C++'s OO cpapabilities, to be able to run multiple scripts at a time?"

Yeah..I should.I'll encapsulate the functions in its next version. I decided to make procedural functions as i might integrate Lua and Ruby together.

Im trying to interface Ruby into my C++ engine because its a very easy OOP language.

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 11th Dec 2009 06:26
UPDATE

Newton Integration


I wrapped Newton and integrated it with DarkGDK with the help of Sephniroths codes. Static objects cant be moved. And there's a bug, gravity doesnt work at certain heights. It the same as Newtons example. Im going to check the Newton site to see whats wrong.

BTW, solved the previous problem by adding dMatrix.cpp and dQuaternion.cpp to the project. Changed the code generation to Multi-Threaded.

Lines of Codes: 1000 lines

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 11th Dec 2009 06:32 Edited at: 11th Dec 2009 06:38
UPDATE

PhysicsEngine Demo

Its a very simple one. Two spheres falling. And the bug, the third sphere wont fall. XD. Its a very simple demo. Sorry.. XD
ScreenShot below..



And the executable and media in the download below

When a person has nothing but a dream, can he dare to dream.

Attachments

Login to view attachments
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 11th Dec 2009 06:37
EXTRA

Lua-DarkGDK-Newton

This one demonstrates the same demo as above but scripted in LUA.

The script...
script.lua


Screenshot.


Download attached.

When a person has nothing but a dream, can he dare to dream.

Attachments

Login to view attachments
Matty H
15
Years of Service
User Offline
Joined: 7th Oct 2008
Location: England
Posted: 11th Dec 2009 14:54
Wow, you have wrapped Newton already, I'm taking ages wrapping physX lol. I'll presume you wont be needing physX, working with something you wrapped yourself(Newton) must have lots of advantages over working with something someone else has written.
Marsh0
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location:
Posted: 11th Dec 2009 19:04
Looks like pretty amazing stuff
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 12th Dec 2009 05:39 Edited at: 12th Dec 2009 06:00
Quote: "Wow, you have wrapped Newton already,"

Im having 3 consecutive days without classes thats why i had so much time in had.I also made a program that writes codes for me.. LOL XD

Quote: "Looks like pretty amazing stuff"

Thank You.

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 12th Dec 2009 05:46 Edited at: 12th Dec 2009 06:23
UPDATE

Ruby Scripting Engine

Finally, I have managed to merge Ruby with C++. I had to edit the ruby source code several times before i got it working. I also added _Mingw.h from DevCpp into the ruby source code. I got it working now.

Now i can code in Ruby language and just embed an interpreter into my applications.

A simple demo to show i have a workng ruby scripting engine now.

Ruby Code as script..
rubygdk.rb


Screenshot..


To Do:
1. Wrap all DarkGDK functions into my Ruby interpreter to complete the merge of DarkGDKC++ with Ruby programming language.
2> Make a better demo..

Download attached for script and executable.

When a person has nothing but a dream, can he dare to dream.

Attachments

Login to view attachments
Matty H
15
Years of Service
User Offline
Joined: 7th Oct 2008
Location: England
Posted: 12th Dec 2009 12:25
If you code in the Ruby language, does this mean you lose the power of C++?

Or do you just embed it into your C++ code where you think it is better to do so?

I don't think I will truly understand scripting until I actualy use it at some point.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 13th Dec 2009 06:28 Edited at: 13th Dec 2009 08:12
You can call C++ functions in Ruby and vice versa,You can call Ruby functions in C++. You can also share datatypes between C++ and Ruby or any scripting language. When you have made a Ruby interpreter in C++ code, it means you have interfaced two language together.

Quote: "If you code in the Ruby language, does this mean you lose the power of C++?"

No, you can call C++ functions in Ruby if you have registered properly the functions in your interpreter. The executable is coded in C++. The script is coded in Ruby language. You can still use C++ in making the executable.

Quote: "Or do you just embed it into your C++ code where you think it is better to do so?"

You may or may not embed it in your C++ code. Its usually not embeded because you'll usually want to change the script and you can change it if its outside the executable.

The use of scripting language is that you can change how an application behaves just by simply changing or using scripts. You can add functionalities with scripts.

When a person has nothing but a dream, can he dare to dream.
haliop
User Banned
Posted: 13th Dec 2009 06:34
this look very very promising!
bookmarked !!

awesome job man.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 14th Dec 2009 07:11 Edited at: 14th Dec 2009 07:12
PROGRESS REPORT

OpenCV
Currently getting errors on runtime when converting DarkGDK image into IplImage

OpenAL
Need to find ALUT libraries on net. Found em. Will use later.

Ruby Scripting Engine
Havent finished wrapping DarkGDK functions into Ruby interpreter.


I tried RakNet and maybe ill add RakNet as a Networking Engine. Tried integrating Havok with DGDK and got runtime errors. I hate runtime errors so I decided to ditch Havok as its not a part of Quantum Horizon Game Engine(QHGE) anyway.

Posting...Please tell me if this post isnt necessary and is annoying somehow..XD

When a person has nothing but a dream, can he dare to dream.
haliop
User Banned
Posted: 14th Dec 2009 08:19
cool man!
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 15th Dec 2009 07:11
OpenCV

Got image conversion from IplImage to DarkGDKImage and DarkGDKImage to IplImage working now. But im using memblocks which is probably slow.

So does anybody know of a faster way of making DarkGDKImages without making memblocks first??

When a person has nothing but a dream, can he dare to dream.
haliop
User Banned
Posted: 15th Dec 2009 07:36
what do you want to "make"?
explain , and i'll try my best.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 15th Dec 2009 13:45
Quote: "what do you want to "make"?
explain , and i'll try my best. "


Something like a blank buffer or image to be filled with rgba colors. A method faster than using memblocks to make image.

When a person has nothing but a dream, can he dare to dream.
haliop
User Banned
Posted: 15th Dec 2009 14:07


i know this method which is pretty simple
you create a new bitmap , fill it with the color you want
then "Get" the image and save it inside an ImageID

can also SaveImage("filename.bmp/jpg/png",num);

im not sure if that was what you meant...
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 15th Dec 2009 14:19
I can use that but its slower..
Im taking a look at dbMakeImageUsage now..Maybe thats what im looking for..

When a person has nothing but a dream, can he dare to dream.
haliop
User Banned
Posted: 17th Dec 2009 06:57
hmm i dont know that one.

on the other hand
i just came up with a simple yet (some lines) long solution
for Lua and Ruby not to stop rendering when you want to write something...

you use DarkGDK's dbScanCode()
and whatever key is pressed ,
you put it in a String like:

Command = Command + KeyData;

and the KeyData is :


char KeyData = '';
if (dbScanCode() == #)
KeyData = 'a to z'
}

it may be slow to process
but its an
if Key 1
else
if Key 2
else
if Key 3
else

this way it wont stop the rendering.

also a better yet more complex solution is to create a New Windows Window , like in the tutorial , there you can have a Cmd Line like in most 3D editors , and sent the String from there into DarkGdk or Lua/ Ruby

btw , i think 2 scripting Languges ! are awesome , cause one may know this one and one may know the other , and dont forget that some good plugins are written for one and some to the other like newton which is only good for Lua and not ruby.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 17th Dec 2009 10:58 Edited at: 17th Dec 2009 11:18
Quote: "written for one and some to the other like newton which is only good for Lua and not ruby. "


I can also write Newton into Ruby. LOL.
Im going to do that for every component engine(rendering,sound,netwoking,physics&scripting engine).
I'll have an equivalent Lua and Ruby codes for every C++ function in the interpreters.

It seems redundant but that i will do. Because i already coded a program that converts C++ header files into Lua and Ruby functions.

Thanks for your input. I also thought of that.
I'll try to make my own custom scripting engine for npc scripts that are non blocking. wish me luck! ^^

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 20th Dec 2009 07:10 Edited at: 20th Dec 2009 07:58
PROGRESS

OpenAL
Currently integrating OpenAL. I got basic sound playing working now.
OpenAL will be useful in making effect fixes on sounds such as reverberation and echoes. There are also several good effects that can be done with OpenAL like emulating bathroom and hangar sound changes.

Custom Scripting
I have designed a custom variable to be pushed and loaded into stacks. This variable HVALUE can either be int,float or string depending on use. I've also recently learned that you can put function pointers into STL containers using void* and typecasting it. This would be useful in designing registered function callbacks.

OpenCV
Having problems with encapsulating IplImage and conversion functions.

Ruby Scripting Engine Demo
Postponing script engine demo until i have working OpenCv. The demo will feature Ruby scripted Physics Engine demo and Ruby Scripted OpenCV demo.

CustomPhysics
Im optimizing code to prevent redundant collision checking that slows the application terribly.

NeuralNetworks
The first to be implemented would be HebbianLearning. Next is MultiLayerPerceptron(MLP). Then Self Organizing Feature Map(SOFM) and Boltzmann Machine. Recurrent Networks lie under MLP.

QuantumNeuralNetworks
The first to be implemented is Altaisky's Quantum Perceptron. Im not sure if i can implement Grovers and Deutsch-Josza correctly as i still dont understand them quite completely. XD

Im delaying development for Neural Networks and Quantum Neural Networks until im finished with OpenCV and OpenAL integration.Im hoping i can finish all of this way earlier than Dec 2010.

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 20th Dec 2009 07:16 Edited at: 20th Dec 2009 07:45
For now, Im curious if people are interested in my project.

So Im having this simple poll.

Which of the following do you think i should do?
a.Give up on the project and have a better life.
b.Make libraries and plug-ins for the community with the component engines.
c.Make Tutorials on how to implement and integrate certain component engines.
d.Go Open Source.
e.Join DOSP as I'll have better chances of success doing so
f.Do nothing. You dont care.


I'll be counting votes on the choices. Hehe ^^. Im bored.

When a person has nothing but a dream, can he dare to dream.
Red Eye
15
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 20th Dec 2009 10:09
WTF? Our game engine is called Horizon Dev Kit...


haliop
User Banned
Posted: 20th Dec 2009 11:20
about the poll
you actually need to ask yourself , what is better for me?

1. 2. 3 or 4 . 5.6 ..
you need to ask yourself man .. not us
TechLord
21
Years of Service
User Offline
Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 20th Dec 2009 12:56 Edited at: 20th Dec 2009 12:59
You know I'm bias towards choice e - hehe. But the truth of the matter is you don't necessarily need a full engine to start developing a Quantum Horizon Processing Unit(QHPU). In fact, you don't need any fancy 3D, etc, just the console I/O to see human-readable input/output with QHPU. I've downloaded a couple of Neural Network demos and they use console IO. But, I still dont understand them - LOL!

I would vote for choice:

g. Develop a QHPU Lib that demonstrates how QNN Algorithms work.

Once you get a few `dotbots` on the screen learning stuff, then we can revisit QNN implementation for other applications; and integration of QHPU into a 3D Game Engine (Hint:S3GE).

Cuddle Bunniezzz 12
15
Years of Service
User Offline
Joined: 14th Jan 2009
Location: Buffalo, NY
Posted: 20th Dec 2009 17:17
I have to say this looks pretty impressive (I really like that Lua scripting integration).

I'd say go with option D.

http://www.darkgdk.us/ <- You can now submit pages, upload images, yet were lacking content. We need your help!
Matty H
15
Years of Service
User Offline
Joined: 7th Oct 2008
Location: England
Posted: 20th Dec 2009 20:57
I would say e.

You are obviously very talented and we could use your ideas in dosp.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 21st Dec 2009 05:28
Quote: "WTF? Our game engine is called Horizon Dev Kit... "

I was just thinking bout renaming it to Horizon Game Engine but now you say so. I wont.

Quote: "you need to ask yourself man .. not us"

Thanks for the advice.

Quote: "g. Develop a QHPU Lib that demonstrates how QNN Algorithms work. "

Yeah. Afterall, I did name my game engine Quantum Horizon.

Quote: "You are obviously very talented and we could use your ideas in dosp. "

Okay. I could use your PhysX wrapper.

When a person has nothing but a dream, can he dare to dream.
Marsh0
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location:
Posted: 21st Dec 2009 06:03
b would help out people i am sure
Cuddle Bunniezzz 12
15
Years of Service
User Offline
Joined: 14th Jan 2009
Location: Buffalo, NY
Posted: 21st Dec 2009 06:07
Hey Marlou, do you have an e-mail where I could talk to you about this amazing engine?

I have a little proposition.

http://www.darkgdk.us/ <- You can now submit pages, upload images, yet were lacking content. We need your help!
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 21st Dec 2009 06:56
PROGRESS

GrF Integration

GrF is a compressed file format like zip and rar. I can now load sounds from GrF compressed files into my sound engine OpenAL and play them.

When a person has nothing but a dream, can he dare to dream.
TechLord
21
Years of Service
User Offline
Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 21st Dec 2009 08:49
Quote: "NeuralNetworks
The first to be implemented would be HebbianLearning. Next is MultiLayerPerceptron(MLP). Then Self Organizing Feature Map(SOFM) and Boltzmann Machine. Recurrent Networks lie under MLP.

QuantumNeuralNetworks
The first to be implemented is Altaisky's Quantum Perceptron. Im not sure if i can implement Grovers and Deutsch-Josza correctly as i still dont understand them quite completely. XD

Im delaying development for Neural Networks and Quantum Neural Networks until im finished with OpenCV and OpenAL integration.Im hoping i can finish all of this way earlier than Dec 2010."


I highly advocate for choice g. Develop a QHPU Lib that demonstrates how QNN Algorithms work. Once you get a few `dotbots` on the screen learning stuff, then we can revisit QNN implementation for other applications; and integration of QHPU into a 3D Game Engine (Hint:S3GE).

A QNN solution for DGDK would be unique and extremely valuable. But, it seems as if work on these other libs are distracting from your primary goal. I've been there.

Outscape
16
Years of Service
User Offline
Joined: 23rd May 2008
Location:
Posted: 21st Dec 2009 23:59 Edited at: 22nd Dec 2009 00:00
Quote: "a.Give up on the project and have a better life."


Ya all are just too stupid.
A life. If u know something why cant u make a kool game or prog.
come on now. A life. I hate life. life is stupid. I know that I need life but I dont want life! DUHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH....

On a more serious note, i vote D (go open source) for the path-finding =).

marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 22nd Dec 2009 07:24
Quote: "But, it seems as if work on these other libs are distracting from your primary goal. I've been there."


Progress has been fast lately. I might be able to finish the other libraries within 1-2 months. A stable engine in 1-2 months is what im opting for. The Dec 2010 schedule is far off and is subject to change. Im still contemplating on how to implement Neural Networks as AI effectively. After all,it does slow the game. Will try to start working on dot bots. Thanks for the advice TechLord.


Quote: "i vote D (go open source) for the path-finding =)."


About that. I haven't started on it.But Im reading and learning about Navigation Meshes which they say is probably better than WayPoints but slower.

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 22nd Dec 2009 07:27
PROGRESS

GrF Integration

I can now load images into GDK from GrF compressed files with the help of Developer's Image Library(DevIL). Support for DevIL functions will now be added and will be part of the image processing engine from now on. Support for other image file types will be added with the help of DevIL. As for now, I can load png,jpg and bmp files from grfs. I will try to make a demo later.

When a person has nothing but a dream, can he dare to dream.
TechLord
21
Years of Service
User Offline
Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 22nd Dec 2009 08:30
hey marlou, I see it looks like you've had a boost of motivation. Are still interested in writing your own script parser?

marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 22nd Dec 2009 08:52
Quote: "hey marlou, I see it looks like you've had a boost of motivation. Are still interested in writing your own script parser?"


yeah..Ever since i started this thread, I feel more urge to work on my engine..I dunno why..but its a good thing..
yes..i am still interested..but i am still a long way away..
Im still trying to design a syntax tree analyzer and lexer..The virtual machine's aint done yet..I haven't thought about the operation codes. I do have a tokenizer now. Im still trying to fully understand how scripting engines are made.

I made an HVALUE which is a union of string,int and float which is used as a stack variable. The downside is it costs too much memory to hold the stack. Im using a map to store variables.
Im making my own scripting engine format which isn't optimal. But it should be good enough as one. I'll try to minimize my use of it when ill be making my game.

When a person has nothing but a dream, can he dare to dream.
TechLord
21
Years of Service
User Offline
Joined: 19th Dec 2002
Location: TheGameDevStore.com
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 23rd Dec 2009 08:36
Quote: "No more LUA/Ruby?"


Im still using both of them..I need another scripting engine for npcs. But come to think of it now. I can imitate a nonblocking script with Ruby and Lua but it's going to look a bit ugly.
Plus I think a nonblocking custom scripting engine is pretty common these days.
My experience in game modding tells me that i'll need a custom scripting engine for an rpg game.

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 23rd Dec 2009 08:42
PROGRESS

Ruby Scripting Engine

I've finished a DarkGDK function binding with Ruby.The function names of the DarkGDK functions in Ruby binding is the same as its C++ counterpart making the scripting engine easy to use.

Lines of Codes:9500

There are ommitted functions in the Ruby binding because of reasons:


Most of the DarkGDK functions are now accessible and useable in the Ruby interpreter..

When a person has nothing but a dream, can he dare to dream.
marlou
15
Years of Service
User Offline
Joined: 17th Jan 2009
Location:
Posted: 26th Dec 2009 05:37
PROGRESS

Ruby Scripting Engine Demo

Its not an OpenCV and Physics demo like i said earlier. I got distracted with 3d modelling coz I was enjoying it. This is my very first 3d model.

Scripts
rubygdk.rb

ruby.rb


Screenshot..

My model in wireframe..

Download attached..

When a person has nothing but a dream, can he dare to dream.

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-07-07 01:51:35
Your offset time is: 2024-07-07 01:51:35