ICE - IrrLicht Common Engine Framework v2.0
ICE v2.0
ICE 2.0 is out.
IrrLicht RPG is based entirely off of 2.0, and runs perfectly stable. Furthermore, it fully uses all the features of ICE 2.0, and the interface seems good to me. So I am happy to annouce ICE 2.0, with all the above listed features (see the first post).
For 3.0, I'll include saigumi's XML-based GUI and a windowed console. Version 3.0 isnt a priority for me, so it'll probably come as a side-effect when I have implemented those features in IrrLichtRPG, unless there is major demand for it.
IrrLicht RPG is based entirely off of 2.0, and runs perfectly stable. Furthermore, it fully uses all the features of ICE 2.0, and the interface seems good to me. So I am happy to annouce ICE 2.0, with all the above listed features (see the first post).
For 3.0, I'll include saigumi's XML-based GUI and a windowed console. Version 3.0 isnt a priority for me, so it'll probably come as a side-effect when I have implemented those features in IrrLichtRPG, unless there is major demand for it.
a screen cap is worth 0x100000 DWORDS
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Nice Work
This is cool.
Do the console
I've been pondering how it would be done using Urrlicht, and I am a bit stumped myself.
Do the console
I've been pondering how it would be done using Urrlicht, and I am a bit stumped myself.
part of it is because of a lack of proper GUI elements-- specifically an input element.
I believe Sai has made his own, and if neccesary, I may hijack this, but I'd prefer to wait for the next release of IrrLicht if it is going to be in there. No matter what, my code will work with the lastest version of the basic, un-modified IrrLicht library of the time its released.
I believe Sai has made his own, and if neccesary, I may hijack this, but I'd prefer to wait for the next release of IrrLicht if it is going to be in there. No matter what, my code will work with the lastest version of the basic, un-modified IrrLicht library of the time its released.
a screen cap is worth 0x100000 DWORDS
sorry for the late reply, I've been away for a bit--
I have a project called IrrlichtRPG built on top of ICE 2.0, and someone ported THAT to linux for me. Its a simple matter to strip the IrrlichtRPG-specific code out, so that you're back down to the ICE 2.0 framework.
http://www.skyesurfer.net/keless/IrrLicht/RPG/
and specifically:
http://www.skyesurfer.net/keless/IrrLic ... -linux.tgz
I have a project called IrrlichtRPG built on top of ICE 2.0, and someone ported THAT to linux for me. Its a simple matter to strip the IrrlichtRPG-specific code out, so that you're back down to the ICE 2.0 framework.
http://www.skyesurfer.net/keless/IrrLicht/RPG/
and specifically:
http://www.skyesurfer.net/keless/IrrLic ... -linux.tgz
a screen cap is worth 0x100000 DWORDS
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hmm. I am also trying to get this to work under linux.
I'm not having much luck.
ICE 1.0 pops a seg fault on this line in example engine.cpp :
if(m_pCurrState) delete m_pCurrState; -edit I still dont know why this is an error. The app works fine without this line, tho.
ICE2.0/RPG exits the program with 'malformed config file, could not find configOptions node', I think that if it got past this line, it would pop a segmentation fault as well. -edit this is because ov the way linux deals w/ xml. I found a workaround.
I've not worked on it too long tho (less then 24h) and I hope to have it worked out soon. I'll post changers to the source as well as the kdevelop project files when i get it running.
Being both a linux noob and a c++ noob it takes me about 24h to figure out a problem. it took me a full day to get kdevelop's linker flags pointing at irrlicht
I'm not having much luck.
ICE 1.0 pops a seg fault on this line in example engine.cpp :
if(m_pCurrState) delete m_pCurrState; -edit I still dont know why this is an error. The app works fine without this line, tho.
ICE2.0/RPG exits the program with 'malformed config file, could not find configOptions node', I think that if it got past this line, it would pop a segmentation fault as well. -edit this is because ov the way linux deals w/ xml. I found a workaround.
I've not worked on it too long tho (less then 24h) and I hope to have it worked out soon. I'll post changers to the source as well as the kdevelop project files when i get it running.
Being both a linux noob and a c++ noob it takes me about 24h to figure out a problem. it took me a full day to get kdevelop's linker flags pointing at irrlicht
Last edited by xhrit on Sun Jul 25, 2004 10:20 pm, edited 1 time in total.
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ok, I'm done making ICE 1.0 work in linux...
I only had to re-write the whole app from the ground up... While I was at it I changed a lot ov stuff as well (directory structure, naming conventions)... In fact, there is not a whole lot left ov ICE at all... It is a fork rather then a port. Basicly, I used the fusebox methodology, made a 'core' and a 'states' directory; the core directory does not need to be entered in any way shape or form to create a new app, just the states directory. Inside the states directory are 'states.h' and 'locals.h' files that define what states are to be used; each state then has its own directory&sub directories in the states folder, for that states' controlls, GUI, logic, etc... A 'generic' state handler/switcher takes care ov switching states depending on the info entered into the states.h and locals.h files.
Needless to say it is not compatible with ICE 1.0+ in any way shape or form; and as I do not like (nor need) tXML I will not be re-intergrating any ICE code above 1.0.
I only had to re-write the whole app from the ground up... While I was at it I changed a lot ov stuff as well (directory structure, naming conventions)... In fact, there is not a whole lot left ov ICE at all... It is a fork rather then a port. Basicly, I used the fusebox methodology, made a 'core' and a 'states' directory; the core directory does not need to be entered in any way shape or form to create a new app, just the states directory. Inside the states directory are 'states.h' and 'locals.h' files that define what states are to be used; each state then has its own directory&sub directories in the states folder, for that states' controlls, GUI, logic, etc... A 'generic' state handler/switcher takes care ov switching states depending on the info entered into the states.h and locals.h files.
Needless to say it is not compatible with ICE 1.0+ in any way shape or form; and as I do not like (nor need) tXML I will not be re-intergrating any ICE code above 1.0.
Core2Duo E8400 3.0ghz - 2048mb DDR2 800 - geForce 9600 - Slackware12.1
Word-image-symbol programming limits, controls, and imprisons the individual.
Smash the control images, smash the control machine.
Word-image-symbol programming limits, controls, and imprisons the individual.
Smash the control images, smash the control machine.
Download link for ICE (http://www.technomagicum.net/projects/I ... /download/) on the site (http://www.technomagicum.net/projects/IrrLicht/ICE/)
is broken.
is broken.
yes and no. While I'm not directly workin on ICE, I am working on another of other projects (not based in Irrlicht) that use the same framework structure. Its very robust, and I've found it to have aplications in everything from technical demos, to Ogre projects, to BREW cell phone games.
This means that "When I Get Some Time" I will be able to add the improvements discovered in those other projects back to ICE. As it stands now, ICE is still a helpful 'first step', but I'd rather it be a helpful 'first floor'.
This means that "When I Get Some Time" I will be able to add the improvements discovered in those other projects back to ICE. As it stands now, ICE is still a helpful 'first step', but I'd rather it be a helpful 'first floor'.
a screen cap is worth 0x100000 DWORDS
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I am using dev C++ and your ICE does not want to compile. I have prepaired compiler exactly as described in tutorial http://irrlicht.sourceforge.net/tut001b.html
but it say EDriverTypeUndeclared in namespace irr::video and some other stuff. Please help!
I am using irrlicht 7.0
but it say EDriverTypeUndeclared in namespace irr::video and some other stuff. Please help!
I am using irrlicht 7.0
Use the Source!