ComineGL: Game Library for Learning Programming in C/C++

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serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

macron12388 wrote:
wahagn wrote:@devetc:
You were saying that you're working on intergrating phisx into the game library and I have a suggestion for that:

Why not intergrate some phisx and easy methods to use it but also
give people the opportunity to intergrate some phisx or A.I theirselves in a not very difficult way ( this way they can still use the phisx engine they like and have some fun with doing something theirselves by intergrating it in the game library)

But I don't know how difficult it is to make something like that or how much time you will have to spend to make it,... so I neither know if it's a good or bad idea :?:
What I am getting is that you want to provide a generic physics library interface so that the user can integrate their preferred physics engine?
In order for that idea to take off, you guys would have to set some strict standards so everything is compatible across multiple engines.

This seems like a really tricky thing to pull off though, and if you are going to put this much work into something like this you might as well just do it yourself for your game or work on becoming more proficient in advanced low level programming, beating around the bush won't really help, someone somewhere will still have to do all the work.
I think what he meant was, that devetc should integrate the physx library and make a very Very VEry VERy VERY high level interface for it(easy to use but still having ability to tweak it).
Working on game: Marrbles (Currently stopped).
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

I mean that devetc sould do what he's already doing ( so intergratin phisx in the libary) with simple methods like:

CGL CreateCollisionResponse(...); and so on..

but also make a simple way of intergrating phisx yourself and implenting methods yourself so you can use other phisx engines and intergrate stuff in the library in an easy way, this way people get more free to do some more advanced things like intergrating an A.I system in the library in an easy way( and when I say easy you don't have to think that I'm talking about n00b level but I mean that you don't have to rewrite the whole libary to get what you want)

But btw: I already see another minus: apart from that devetc would maybe not do it yet beacause it's difficult and it takes a lot of time (<- wich I already mentioned in my previous post) it also would higher the level of the library from a very beginners level to a bit more advanced level... now offcourse beginners could stay with the basic phisx methods already implented (thos that devetc is making) but the ones who would try to intergrate stuff themselves would ( I think ) get stuck at it.

So I'm waiting on devetc replie.... I hope he replies soon :wink:
Last edited by wahagn on Tue Dec 28, 2010 11:07 am, edited 1 time in total.
“Any code of your own that you haven’t looked at for six or more months might as well have been written by someone else.”
(Eagleson’s Law)
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

but the ones who would try to intergrate stuff themselves would ( I think ) get stuck at it.
Thats why programmers need to learn programming, you can't call yourself programmer if you can't do stuff you need on your own.

Basically what I think is that everyone without experience in programming would get stuck at making any game, even with this high level library, because they don't have the logic yet on how things work, and how things should work.

Make a simple console game lets say with a level of some sort and add physics to it, you'll learn a lot by doing it if you're a beginner at programming. If you can't create a simple console game, I don't think that you're ready to code a functional 3d game.
Working on game: Marrbles (Currently stopped).
tinhtoitrangtay
Posts: 70
Joined: Tue Oct 28, 2008 12:59 pm

Post by tinhtoitrangtay »

I have a question?
Why when run application mouse and keyboard lock? I think it don't better IrrlichtWrapper you can make it from IrrlichtWrapper.
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

tinhtoitrangtay wrote:I have a question?
Why when run application mouse and keyboard lock? I think it don't better IrrlichtWrapper you can make it from IrrlichtWrapper.
I don't really understand what you mean with your last sentence and I don't understand if your question is related to the cominegl game library or irrlicht sample app's in the binary folder... I dont't have that problem with neither of them

So can you explain it a bit more?
“Any code of your own that you haven’t looked at for six or more months might as well have been written by someone else.”
(Eagleson’s Law)
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