Ninfa3d - 3d engine based on Irrlicht-new v1.0e

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afecelis
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Ninfa3d - 3d engine based on Irrlicht-new v1.0e

Post by afecelis »

Hi guys,
Here's a very interesting project of a 3d engine using Irrlicht as graphic engine, Newton for Physics, and Openal for Audio, all in a single dll. It's got support for Freebasic, BlitzPlus/Blitz3d, and hopefully soon a C++ version.
Info, downloads and forums here:
http://www.mysticrealitystudio.comuv.co ... .php?p=3_1
English/Spanish version of the forums and documentation available.

regards,
Alvaro
Last edited by afecelis on Thu Jul 09, 2009 5:58 pm, edited 3 times in total.
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fmx

Post by fmx »

interesting, nice little engine with all the bare-bones.
I wont be using it, but its definitly worth mentioning this on the irrlicht home-page.
Too many people cant differentiate between "rendering engine" and "game engine", the latter being a prime example of what this project (yours?) demonstrates :)
afecelis
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Post by afecelis »

Thanks for replying. ;)
Nope, it's not my project (I wish I had that level of programming skills, lol), but a friend's, Viz_Fuerte is his nick. He's from Spain and I ran into his project at the Freebasic community forums, after trying out Frank Dodd's Irrlicht wrapper for freebasic.
I thought this was also an interesting project, and as you say, worth mentioning it here. The fact he's already included physics and audio makes it a step closer to a game engine. The examples he includes are nice and easy to follow.
I also think the fact its got both English/Spanish support may attract a bigger audience.

It may be interesting for regular Irrlicht users as well to check it out and give the examples a ride. Freebasic is easy to install and use. And for blitz3d users, this breathes new life into the language that was already starting to show aging signs since it allows you to use OpenGL in its latest version instead of the old DX7 bundled in blitz3d.

regards,
Alvaro

ps. Viz mentions he feels more attracted to favoring Freebasic as programming language since it's indeed simple to use and it doesn't cost a penny. It's also a great alternative to Blitz3d or even Blitzmax.
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hybrid
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Post by hybrid »

Looks really nice. I'll move it to the project forum, seems to fit better.
afecelis
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Post by afecelis »

Thanks hybrid. I wasn't totally sure on where to post it. ;)

cheers,
Alvaro
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Fareusel
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Post by Fareusel »

wow, great project :) Are there any plans to provide cross-platform support in the C++ Version? Any Linux and Mac OS X support plans? Would be great, because I'm working with mac os x and therefore it's useless for me if it provides only a DLL ;-)
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Post by afecelis »

Not sure about that, I asked Viz (creator) if compiling his project for Linux would be possible; he said he hadn't thought of a Linux version, but since it's based on OpenGL he said it shouldn't be too much of a problem adpating it. Hence, a MacOsX version would be the next step as it should be pretty similar to compile.

I'll ask him about it again ;) I don't even know if he plans to release the source or only binaries of his project.
Right now I know he's working hard on version 1.0c.

The other possibility would be having a blitzmax version, which runs fine in Mac, but as Viz says, you'd have to buy Blitzmax and he'd rather support a free tool like Freebasic.

regards,

Alvaro
Last edited by afecelis on Mon Apr 20, 2009 9:12 pm, edited 1 time in total.
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Viz_Fuerte
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Post by Viz_Fuerte »

As Afecelis said, I favor free tools and a version of Ninfa3D for BlitzMax ... I do not see it, and future versions of the Blitz3D either. I do not want people to spend money taking tools of high quality. It costs just catch the codeblock, dev-c + + or freebasic and create something :lol:

And a version for MacOsX \ Linux might be created. Just now I want to make a stable version of Ninfa3D.
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Post by afecelis »

No need to ask him! Thanks for answering Viz :D
I didn't know you were subscribed to these forums :oops: :oops:
Nice to know that, I'm checking out your posts here ;)

So I guess a MacOsX version would need to wait till a C++ version is available, right?

regards,
Alvaro

ps. Question2: Viz do you plan to release the source at some point? Or just release binaries of your engine?
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Viz_Fuerte
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Post by Viz_Fuerte »

Releasing the source code... :oops:

Maybe, but not for now (this a little dirty)
...But I am not saying do not get...

For now everything will be in DLLs.

Afecelis seems to lie, you are the administrator and not wise who was I? :lol:

The version for MacOsX would be already, if i knew since doing it. :wink:
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Post by afecelis »

heheh, Viz, now I know why I didn't know you were already here; you were asking pretty specific stuff about Newton physics and stuff that's still beyond my programming comprehension (and might always be, lol), and I usually hang around beginners' stuff, faq/tools and project announcements ;)

But let me reaffirm that it's great to have you in this community! :D

OK, guys I also decided to put up a quick guide on how to get started with Freebasic and Viz_Fuerte's Ninfa 3d engine, in case you wanna give it a try (windows-only for now):

1. Download Freebasic:
http://downloads.sourceforge.net/fbc/Fr ... e?download

2. Install it, if possible to "C:\FreeBASIC" to keep paths short and simple ;)

3. We need an IDE for Freebasic, FbEdit is a very good one and allows you to set the compiler the 1st time you run it (instead of having to set environment variables). Get it here:
http://sourceforge.net/project/platform ... _id=195567

4. Create a folder "FbEdit" inside of your freebasic installation, like this: "C:\FreeBASIC\FbEdit" and uncompress FbEdit's zip file there. Don't launch the executable... yet ;)

5. Download Viz_Fuerte's Ninfa3d engine for freebasic:
http://www.mysticrealitystudio.comuv.co ... eBASIC.zip

6. Uncompress the engine and copy the file "Ninfa3D.bi" from ninfa's "inc" folder to Freebasic's "inc" folder (all the .bi files for integration with external projects to freebasic must go here).

7. Now we can launch Fbedit's executable, since it's the 1st time we run it we'll get the following setup screen:
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8. Set the project's path to Ninfa 3d's "examples" folder (according to where you unzipped it), set the compiler's path to freebasic's folder, in the case of this tutorial should be located at: "C:\FreeBASIC", and finally, set the help path to Fbedit's help folder (freebasic doesn't have one), should be here "C:\FreeBASIC\FbEdit\Help"

9. The IDE opens up, and on the right side you should have a panel with Ninfa3d's .bas examples. Select the first one "Graphics - Animations.bas".

10. Change the line

Code: Select all

#Include "ninfa3d/ninfa3d.bi"
to just:

Code: Select all

#Include "ninfa3d.bi"
To use nifa's .bi file we copied in freebasic's folder for global usage instead of the local one the path is setting originally.

11.Click the "compile" button.

12. Click the "go" button (green triangle that looks like a "play" button), enjoy the example!
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you're ready to go! :)

regards,

Alvaro
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dvds9999
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Post by dvds9999 »

:D Great.

But i wait for c++. 8)
Viz_Fuerte
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Post by Viz_Fuerte »

The C++ version to take a little :lol:

Thanks!!!
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Post by Viz_Fuerte »

Well, version 1.0c is very close.

New screenshots:

Parallax and Bump per-pixel
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ToonShading
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The Irrlicht has great potential, but I have not seen any examples that show.
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Post by afecelis »

New version 1.0c for freebasic is up!
http://www.mysticrealitystudio.comuv.co ... loads.html
C++ version is still under work. ;)
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