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Geek Culture / yay,Irrlicht decided to be nice!

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Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 12th Sep 2006 02:09
I finally got a working input system for my irrlicht engine(called WarCry). It is eventually gonna be forged into a wrapper for dbp. I needed the input before I could even get near serious with this,but now that I officially got it working,I can do all sorts of things. Oh yeah,and the wrapper and the engine will be open source,cuz I'm nice like that

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.
EsteemDE
19
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Posted: 12th Sep 2006 06:24
How are you integrating the irrlicht engine with DBP? There is no way you could mix the 2 engines. The only possible way (that I can think of) where irrlicht could ouput video is if you created another window that the output was drawn to. But even then the DBP commands wouldnt interact with the irrlicht output seeing as how the DBP commands are integrated with its own specific engine.
Virtual X
18
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Joined: 27th Feb 2006
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Posted: 12th Sep 2006 15:04 Edited at: 12th Sep 2006 15:04
I think a db pro wrapper is a good idea, I would use it!

well... there is an BlitzBasic wrapper for Irrlicht so it should be possible with db pro
Benjamin
21
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Joined: 24th Nov 2002
Location: France
Posted: 12th Sep 2006 15:08
I don't get it, what exactly is the point of it?

Tempest - P2P UDP Multiplayer Plugin (DBP/DBCe)
Download the free version
Peter H
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Location: Witness Protection Program
Posted: 12th Sep 2006 15:18
yeah, DBPro already has it's own 3D system...

i would see the point in say, making a DBPro style wrapper for irrlicht... (if you liked the basic command set more but want to use irrlicht's engine)

"We make the worst games in the universe..."
CattleRustler
Retired Moderator
21
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 12th Sep 2006 15:35
dbp is already a dx wrapper
irrlicht is already a dx wrapper

the only diff between the two is the underlying coding languages used to access the wrapper commands

why try and mix them? last thing you need is another thunk layer

Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 12th Sep 2006 22:20
hah. Yeah,I will probably just release the source to my engine. But the reason I would wrap the engine to dbp is because of the fact that sometimes dbps interface can be easier. So it'd be like using some of dbps commands with my own and with the dbp editor The good thing is that the engine is developed in dev cpp(FREE!!!),so you can easily use it. It does have a basic command set. You will still have to know how to use classes and pointers of course(like for example,to load an object:


I made it as easy as I could,without losing power. Like right now,you can easily gain access from the functions so you can add more stuff from irrlicht,like say you wanted a scene node animator for collision on an object,and you didn't like my commands,you could just do this:


I'm also integrating newton physics. That is being stubborn at the moment,but it is coming along. Plus....FREE GUI!!!!!

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.
TKF15H
21
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Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 13th Sep 2006 01:50
Quote: "dbp is already a dx wrapper
irrlicht is already a dx wrapper

the only diff between the two is the underlying coding languages used to access the wrapper commands
"


Er, not really. Both of them are graphics engines- they do more than wrap API's. First of all, Irrlicht is able to load some mesh files DBP can't. Second, both of them do polygon culling, though probably through different algorithms. So despite running on the same API they may have performance differences (in my experience, Irrlicht is slower, but that may depend on the kind of scene you're trying to render). That and Irrlicht also does software rendering / openGL (So an Irrlicht-plugin for DBP would make it easier for WINE to run DBP games).

I tried to make an Irrlicht plugin for DBP once (2 years ago?) but gave up on the project. The amount of work didn't make the effort worth it. Besides, making a decent plugin also requires knowing Irrlicht/C++ so well you might as well just make your games without DBP. (Not that I'd ever do that, DBP is just as good as Irrlicht as far as I can see.)

Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 13th Sep 2006 02:42
Yeah,I'm aware of how hard it would be. I'm actually semi-near done with my c++ engine,so then making a wrapper of the engine would be easy. Hah,to think I started this from some small game based off of the newton fps called War Cry(Hence the engine is called the WarCry engine)

But yeah,I may just make this an open source c++ engine.

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.
CattleRustler
Retired Moderator
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Location: case modding at overclock.net
Posted: 13th Sep 2006 03:28
TK - c'mon mate, thats serious nit-picking there. I was making a very general point.

TKF15H
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Location: Rio de Janeiro
Posted: 14th Sep 2006 03:53
@CR, hehe, sorry, didn't mean to nit-pick. ^_^
The thing is, it looked like most people didn't see the point in the project so I tried to clear it up a bit.

Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 14th Sep 2006 09:17
Irrlicht can do things that DBP can't, like blocking 3D lights with meshes. However, it seems to me like it would be really slow, another layer on top of DBP. And, since it uses OpenGL, I don't imagine they'll integrate very well.

I think that a far more useful project to pursue would be to create a DLL that provides the desired functionality in DBP and DirectX. I know that the whole point of this is to avoid doing that since the functionality has already been coded, but I just see it as more trouble than it's worth, for far too little return.

Good luck with whatever you decide.


Come see the WIP!
Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 14th Sep 2006 23:10
Actually,I have done a test run wrapper,and it ran very fast. And there are four rendering options for the engine I made(I didn't include all of 'em...) and they are: OpenGL,DirectX9,DirectX8,and Software mode. And making the actual wrapper is the simplest part,making the engine to wrap is the hard part And with that being said,my engine is almost complete. So its progressing very well

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.
OSX Using Happy Dude
21
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Joined: 21st Aug 2003
Location: At home
Posted: 14th Sep 2006 23:26
Indeed - it does seem pretty fast (and it can use DX9 as well as OpenGL). Unfortunately, as with most free graphic engines, its overly complex and the documentation is poor.

Come to the last Unofficial DBPro Convention - register interest by Saturday 2/9/06 (http://convention.logicstudios.net/)
Demoing at the last Chichester Convention : Humans On A Planet
Xarshi
18
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Location: Ohio
Posted: 14th Sep 2006 23:33
I actually find the documentation sufficeint. It is complex,but thats why I'm making an engine with it,so that I can create games with its speed,without its complexity. I just gotta get some more functions in,like a function similar to move object and stuff like that.

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.
David R
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Joined: 9th Sep 2003
Location: 3.14
Posted: 15th Sep 2006 00:08 Edited at: 15th Sep 2006 00:09
Quote: "the documentation is poor."


Mainly due to the fact it is incredibly simple to use. It needs very little documentation.

Niko is always happy to help anyone who wants internal tech details by the way. Head to the Irrlicht forums and ask him stuff

Quote: "Why would anyone spend that kind of money on rubber jewellery? - Phaelax"
TKF15H
21
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Location: Rio de Janeiro
Posted: 15th Sep 2006 02:30
Quote: "the documentation is poor."

IMO the documentation is great. o_O

Xarshi
18
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Joined: 25th Dec 2005
Location: Ohio
Posted: 16th Sep 2006 06:14
Alright,I finally got the extends for irrlicht working. So now I can setup easy ragdolls with newton and stuff like that. Basicly,this is the release plan. I'm releasing the War Cry engine,with a template to include,and some tutorials on how to use it. Then I'll work on a wrapper(and if anyone will help after they use it afterwards,they can add new functionality into it). But basicly this will not be released for a while. I still have to get physics implemented,which I can probably get basic physics integrated in a night. Eventually I want to get cal3d integrated,so that way I can use animation blending.

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.

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