Combining 2 wrappers into 1

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wahagn
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Combining 2 wrappers into 1

Post by wahagn »

Hey,

I was using the Irrlicht Freebasic wrapper, I was testing it by playing a bit with code, My goal is to make 3D #3 Person Shooter game so I realised I had to intergrate physics and sound into the wrapper but then I found a game engine for Freebasic wich uses irrlicht as graphics engine but has already sound and physics intergrated in the SDK. So I'm now playing around with this engine but recently (and here my question starts:) I discovered that although this engine has sound and physics it doesn't have GUI functions wich the FB Irrlicht wrapper has ( <- the wrapper I was using first). And I will definitely need GUI because I'm making/trying to make a game. Now the idea wich popped up in my mind was this: I can copy the cody for GUI of the FB wrapper to this new wrapper/game engine wich I'm using now. An that's my question : How do I do that? do I have to only copy code or also dll's and what about the header files (.bi files) and Is it easy to do this kind of stuff???

The good thing is that I probably won't have a problem with the license...
“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
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Post by serengeor »

Well, If you knew how things work in these wrapper I suppose you could copy paste + do some other stuff, like include files into proper places find all dependencies for GUI, than yeah.

You could post links to wrappers, that way we would see how things are implemented in both libs, and see if those are compatible with each other or not.
Working on game: Marrbles (Currently stopped).
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

serengeor wrote:Well, If you knew how things work in these wrapper I suppose you could copy paste + do some other stuff, like include files into proper places find all dependencies for GUI, than yeah.

You could post links to wrappers, that way we would see how things are implemented in both libs, and see if those are compatible with each other or not.

Ok here are the links:

FB Irrlicht Wrapper ( with GUI) : http://www.frankdodd.screaming.net//Irr ... Portal.htm

Ninfa3d ( wothout GUI but with sound and physics)http://ninfa3d.sourceforge.net/
Th weird thing is that I downloaded this engine a week ago or so but now I can't find the download either :? :shock: ( btw : I have the 1.0g version; btw2: If you either can't find it I can upload it somwhere because I don't think it against the license anyway)


EDIT: Oh I found the download again ( I was at wrong sourceforge page)
For some reason this engine has 2 sourceforge site The link I gave you was the wrong one with no files at all to be downloaded the real one is this:
http://ninfa3dengine.sourceforge.net/
instead of :
ninfa3d.sourceforge.net
“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)
_maxim_
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another irrlicht-freebasic library

Post by _maxim_ »

Hi, I'm doing another irrlicht-freebasic library.
This lib can be mixed with other libraries.
If you have interest with this, I can do first release now.
wahagn
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Location: Zundert (Netherlands)

Re: another irrlicht-freebasic library

Post by wahagn »

_maxim_ wrote:Hi, I'm doing another irrlicht-freebasic library.
This lib can be mixed with other libraries.
If you have interest with this, I can do first release now.
Ok, by the way can you post pros and cons of your lib in comparison with the irrlicht FB wrapper and Ninfa 3D ?? Do you also intergrate physics and sound in your lib ?? and what sort of license does your lib have ( I want to make a commercial game)???

And one last question: is it an Alpha or Beta release??
“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
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Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: another irrlicht-freebasic library

Post by serengeor »

wahagn wrote:...
( I want to make a commercial game)???
...
Oh yea... we all do.
Seriously, when are you going to listen to other people advices?

For the pros, cons, just look for what you're going to use in game and compare.
Last edited by serengeor on Wed Feb 23, 2011 4:27 pm, edited 1 time in total.
Working on game: Marrbles (Currently stopped).
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

One tip wahagn: don't look at licenses too much just yet, the probability of you releasing an actual commercial game at this time is close to 0 (no offense)

Get familiar with different codebases, and complete some small non-commercial projects first
Once you manage that you can go on to commercial productions ;)
wahagn
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Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

Radikalizm wrote:One tip wahagn: don't look at licenses too much just yet, the probability of you releasing an actual commercial game at this time is close to 0 (no offense)

Get familiar with different codebases, and complete some small non-commercial projects first
Once you manage that you can go on to commercial productions ;)
You understand me wrong, cause I'm not trying to make a big commercial game in 3 weeks or so but instead of the way you explain ( first small non-comercial then big + commercial) I will make a Big and commercial game the first time, witch I will start very small and end it as big as I can so instead of multiple small ones, one big one witch starts very small, because I think the way I want to go is smarter.
“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)
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

wahagn wrote:You understand me wrong, cause I'm not trying to make a big commercial game in 3 weeks or so but instead of the way you explain ( first small non-comercial then big + commercial) I will make a Big and commercial game the first time, witch I will start very small and end it as big as I can so instead of multiple small ones, one big one witch starts very small, because I think the way I want to go is smarter.
No it isn't smarter, not at all...

To build a 'big game' working from a smaller codebase you need to know where you're going, what your end result has to be, and how to get there without losing track of your code halfway
Just skipping over the learning part of the process is absolutely not an option, since you'll end up with a big pile of mostly hacked together and non-functional spaghetti code

At this time you have not shown any sign of being able to build and manage a coherent and stable codebase, we had to help you out multiple times with very trivial stuff, and still you won't listen to us while we give you valuable advice

Take it from me, there are no shortcuts, you can't start out at the top of the mountain, you have to work your way up to gain experience and knowledge on how to write games, just like everyone else (and I believe this is not the first time we had to mention this to you)

Once you have that experience you can write the project of your dreams
_maxim_
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Re: another irrlicht-freebasic library

Post by _maxim_ »

wahagn wrote: Ok, by the way can you post pros and cons of your lib in comparison with the irrlicht FB wrapper and Ninfa 3D ?? Do you also intergrate physics and sound in your lib ?? and what sort of license does your lib have ( I want to make a commercial game)???

And one last question: is it an Alpha or Beta release??
you can look this topic http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=43125

in comparison with the irrlicht FB wrapper this lib gives access to main game loop and can using as object oriented (not full).
this lib not have other integrated libs, only Irrlicht, but you can use this with any FreeBASIC library.
BSD license.
release is Alpha
wahagn
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Location: Zundert (Netherlands)

Post by wahagn »

Radikalizm wrote:
No it isn't smarter, not at all...

To build a 'big game' working from a smaller codebase you need to know where you're going, what your end result has to be, and how to get there without losing track of your code halfway
Just skipping over the learning part of the process is absolutely not an option, since you'll end up with a big pile of mostly hacked together and non-functional spaghetti code

At this time you have not shown any sign of being able to build and manage a coherent and stable codebase, we had to help you out multiple times with very trivial stuff, and still you won't listen to us while we give you valuable advice

Take it from me, there are no shortcuts, you can't start out at the top of the mountain, you have to work your way up to gain experience and knowledge on how to write games, just like everyone else (and I believe this is not the first time we had to mention this to you)

Once you have that experience you can write the project of your dreams
OK, but what tells you I want to skip the learning part?? because that's not true ( I will be starting small and learn more stuff and learn how to use it )

And you're saying that you had to help me with trivial stuff, that's true but that was before I switched to FreeBASIC and learned how to use irrlicht in a proper way and how to code in a proper way. Just let me have a try and see what the results are and if I make mistakes in imortant things because I didn't learn those or so, ofcourse you can tell me, but first give me a chance to prove I can code a game, before you start telling me that the way I want to go isn't smart or easy
“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 »

wahagn wrote:
Radikalizm wrote:
No it isn't smarter, not at all...

To build a 'big game' working from a smaller codebase you need to know where you're going, what your end result has to be, and how to get there without losing track of your code halfway
Just skipping over the learning part of the process is absolutely not an option, since you'll end up with a big pile of mostly hacked together and non-functional spaghetti code

At this time you have not shown any sign of being able to build and manage a coherent and stable codebase, we had to help you out multiple times with very trivial stuff, and still you won't listen to us while we give you valuable advice

Take it from me, there are no shortcuts, you can't start out at the top of the mountain, you have to work your way up to gain experience and knowledge on how to write games, just like everyone else (and I believe this is not the first time we had to mention this to you)

Once you have that experience you can write the project of your dreams
OK, but what tells you I want to skip the learning part?? because that's not true ( I will be starting small and learn more stuff and learn how to use it )

And you're saying that you had to help me with trivial stuff, that's true but that was before I switched to FreeBASIC and learned how to use irrlicht in a proper way and how to code in a proper way. Just let me have a try and see what the results are and if I make mistakes in imortant things because I didn't learn those or so, ofcourse you can tell me, but first give me a chance to prove I can code a game, before you start telling me that the way I want to go isn't smart or easy
You could start by proving yourself and community that you can actually do something and code something on your own. If you need a gui, write one on yourself or find some implementation and make it work with your code, its not going to be easy but it's going to be worth it in the end.
Working on game: Marrbles (Currently stopped).
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

wahagn wrote:OK, but what tells you I want to skip the learning part??
So your plan is to build your big project at the same time you're learning the fundamentals, and you expect to write perfectly clean and stable code, suited for commercial distribution?
randomMesh
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Post by randomMesh »

wahagn wrote:but that was before I switched to FreeBASIC and learned how to use irrlicht in a proper way
The proper way to use Irrlicht (and to write games) is C++.
"Whoops..."
wahagn
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Location: Zundert (Netherlands)

Post by wahagn »

serengeor wrote:
You could start by proving yourself and community that you can actually do something and code something on your own. If you need a gui, write one on yourself or find some implementation and make it work with your code, its not going to be easy but it's going to be worth it in the end.

If there isn't any easier way, ofcourse I will , I will look at the way the GUI is implented in the irrlicht FB wrapper and try to do the same with Ninfa 3D.
( althoug I'm not sure wheter I will succeed or not)

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Radikalizm wrote:
wahagn wrote:OK, but what tells you I want to skip the learning part??
So your plan is to build your big project at the same time you're learning the fundamentals, and you expect to write perfectly clean and stable code, suited for commercial distribution?

No, I already learned the fundamentals but yeah ofcourse I'm going to write code and improve it afterwards with things I didn't know yet when I had written that part of the code.



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randomMesh wrote:
wahagn wrote:but that was before I switched to FreeBASIC and learned how to use irrlicht in a proper way
The proper way to use Irrlicht (and to write games) is C++.
Yeah, unfortunatly you're right... I know there are less bugs and there's more in the original c++ release, but c++ was quite difficult for me so I switched to FB and I think that it's better for me, cause know I understand it and am able to code, with the c++ version I couldn't. ( but that doesn't mean that I'd rather not learned c++ basics because learning c++ helped me to understand FreeBASIC much more quicker than if I had not learned c++)
“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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