There are so many things wrong with that statementwahagn wrote:No, thanx I'm doing fine in programming heaven...
Combining 2 wrappers into 1
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Radikalizm
- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
serengeor wrote:Well I can't help you with FB code, I haven't ever written anything in FB, tough I think its similar to Visual Basic?
You should try to contact one of the authors of the wrappers and ask him how you should go about this.
Thanx for the idea... I have just written to Frank Dodd the creator of the Irrlicht Fb Wrapper because I couldn't find the e-mails of the creators of Ninfa 3D, I hope he will reply soon
“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)
(Eagleson’s Law)
Ninfa3D
Hi,
If you wait 1-2 weeks, the Ninfa3D 1.0h will be ready.
The creator of the 1st Ninfa3D , until 1.0f version is David, Viz_Fuerte known.
I have continued the Ninfa3D and realesed 1,0g version.
The Ninfa3D 1.0h version will be with gui functions, with terrain splatting and will be for both openGL and DirectX (9.0c)
If you wait 1-2 weeks, the Ninfa3D 1.0h will be ready.
The creator of the 1st Ninfa3D , until 1.0f version is David, Viz_Fuerte known.
I have continued the Ninfa3D and realesed 1,0g version.
The Ninfa3D 1.0h version will be with gui functions, with terrain splatting and will be for both openGL and DirectX (9.0c)
Re: Ninfa3D
nespa wrote:Hi,
If you wait 1-2 weeks, the Ninfa3D 1.0h will be ready.
The creator of the 1st Ninfa3D , until 1.0f version is David, Viz_Fuerte known.
I have continued the Ninfa3D and realesed 1,0g version.
The Ninfa3D 1.0h version will be with gui functions, with terrain splatting and will be for both openGL and DirectX (9.0c)
Thanx for saving me work by leeting me now that...
Ok, I will wait till it is released
I want to give you some suggestions to use in the new release if you can and if it is not to much work:
IrrGetCollisionNodeFromCamera
Syntax
irr_node = IrrGetCollisionNodeFromCamera ( camera as irr_camera )
Description
A ray is cast through the camera and the nearest node that is hit by the ray is returned. If no node is hit zero is returned for the object
Example
TargetedNode = IrrGetCollisionNodeFromCamera ( CameraNode )
IrrGetDistanceBetweenNodes
Syntax
distance = IrrGetDistanceBetweenNodes ( nodeA as IRR_NODE, nodeA as IRR_NODE )
Description
The distance between two nodes is measured using fast maths functions that will show inaccuracies. Useful for when it is nessecary to test distances between many nodes..
Example
Dim As Single Distance = IrrGetDistanceBetweenNodes( nodeA, nodeB )
IrrIsPointInsideNode
Syntax
irr_node = IrrIsPointInsideNode ( node as IRR_NODE, X as Single, Y as Single, Z as Single )
Description
Determine if the specified point is inside the bounding box of the node.
Example
If NOT IrrIsPointInsideNode ( node, X, Y, Z ) = 0 Then
Print "Point is inside Node"
End If
And could you please code something to be able to use fullscreen?
This actually quite fast done I think because you don't have to make the code anything yourself you can just copy and paste it from the Irrlicht FB Wrapper, so I hope you will
BTW: You told that you will add some things are you also planning to remove anything from the past 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)
(Eagleson’s Law)
Ninfa3D
Hi,
The Frank Dodd's IrrlichtWrapper for FreeBasic is not the same as the Ninfa3D1.0g Irrlicht wrapper for FreeBasic.
They are 2 different wrappers for FreeBasic.
You can't combine the 2 wrappers to work together.
IrrlichtWrapper has its device and Ninfa3D has its device.
You can't call a function for IrrlichtWrapper from Ninfa3D or viceversa.
I stored your suggestions, thanks.
As I see, You wish the needed facilities to make a first person shooter game.
BTW, no copy and paste from IrrlichtWrapper, they will be build from Irrlicht's functions.
The newest functions will be added to the old functions of Ninfa to keep the earlier works.
The Frank Dodd's IrrlichtWrapper for FreeBasic is not the same as the Ninfa3D1.0g Irrlicht wrapper for FreeBasic.
They are 2 different wrappers for FreeBasic.
You can't combine the 2 wrappers to work together.
IrrlichtWrapper has its device and Ninfa3D has its device.
You can't call a function for IrrlichtWrapper from Ninfa3D or viceversa.
I stored your suggestions, thanks.
As I see, You wish the needed facilities to make a first person shooter game.
BTW, no copy and paste from IrrlichtWrapper, they will be build from Irrlicht's functions.
The newest functions will be added to the old functions of Ninfa to keep the earlier works.
Re: Ninfa3D
nespa wrote:
They are 2 different wrappers for FreeBasic.
You can't combine the 2 wrappers to work together.
IrrlichtWrapper has its device and Ninfa3D has its device.
You can't call a function for IrrlichtWrapper from Ninfa3D or viceversa.
Oh, ok then... cause I thought it would be possible to use the both if you mixed the header files up .. but I don't really mind..., if the next Ninfa 3D release will suite my needs...
Actually it's going to be a Third person shooter game ( sandbox) like a mini GTAnespa wrote:
As I see, You wish the needed facilities to make a first person shooter game.
...
“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)
(Eagleson’s Law)
Hi,
I tested to combine the 2 wrappers and it works in this way:
- a shared global variables section of the FreeBasic program;
-declare sub program_gui();
-definition of sub program_gui();
-----------init engine() IrrlichtWrapper;
-----------end engine() IrrlichtWrapper;
-declare sub program_game();
-definition of sub program_game();
----------init engine() Ninfa3D;
----------end engine() Ninfa3D;
- a call for program_gui() and store the values in the global variables;
- a call for program_game() using the stored values in the global variables to set Ninfa3D engine and other stuffs;
I tested to combine the 2 wrappers and it works in this way:
- a shared global variables section of the FreeBasic program;
-declare sub program_gui();
-definition of sub program_gui();
-----------init engine() IrrlichtWrapper;
-----------end engine() IrrlichtWrapper;
-declare sub program_game();
-definition of sub program_game();
----------init engine() Ninfa3D;
----------end engine() Ninfa3D;
- a call for program_gui() and store the values in the global variables;
- a call for program_game() using the stored values in the global variables to set Ninfa3D engine and other stuffs;
nespa wrote:Hi,
I tested to combine the 2 wrappers and it works in this way:
- a shared global variables section of the FreeBasic program;
-declare sub program_gui();
-definition of sub program_gui();
-----------init engine() IrrlichtWrapper;
-----------end engine() IrrlichtWrapper;
-declare sub program_game();
-definition of sub program_game();
----------init engine() Ninfa3D;
----------end engine() Ninfa3D;
- a call for program_gui() and store the values in the global variables;
- a call for program_game() using the stored values in the global variables to set Ninfa3D engine and other stuffs;
I dont really understand that, I mean do you have to call init engine and end engine twice? Do you have to use the 2 parts both in your source file or choose witch one you want to use? And are all these changes only in the header files or als in other files? And did you test it using the Ninfa 3D 1.0g version or the new one witch you said you were going to 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)
(Eagleson’s Law)
I refer at actual IrrlichtWrapper and actual Ninfa3D, you can make 2 separate subrutines in free basic, one for IrrlichtWrapper where you build an introductory gui as a menu and the 2nd subrutines for Ninfa3D to run the game.
It is a way to combine the 2 actual wrappers to run in cascade in free basic.
It is a way to combine the 2 actual wrappers to run in cascade in free basic.
Ok, now it's more clear but can you please show me some code as an example ??nespa wrote:I refer at actual IrrlichtWrapper and actual Ninfa3D, you can make 2 separate subrutines in free basic, one for IrrlichtWrapper where you build an introductory gui as a menu and the 2nd subrutines for Ninfa3D to run the game.
It is a way to combine the 2 actual wrappers to run in cascade in free basic.
“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)
(Eagleson’s Law)
Please, you made a big mistake adding IrrlichtWrapper in Ninfa3D 1.0g rar.
Ninfa3D 1.0g is a unique application, adding other sources or codes to Ninfa by you, please change his name to avoid some copyright interpretation.
You can use them in FreeBasic, but keeping as 2 separate engines, you have not any right to mix the codes under the same name.
Ninfa3D 1.0g is a unique application, adding other sources or codes to Ninfa by you, please change his name to avoid some copyright interpretation.
You can use them in FreeBasic, but keeping as 2 separate engines, you have not any right to mix the codes under the same name.
if you mean the megaupload upload: I can't delete it but if you look at the discription you can see that I wrote: "Ninfa 3d combined with Irrlicht FB ( FreeBASIC ) Wrapper" so I didn't write that it is the original and btw Nowhere in the license is written that you can't mix it with other sources...nespa wrote:Please, you made a big mistake adding IrrlichtWrapper in Ninfa3D 1.0g rar.
Ninfa3D 1.0g is a unique application, adding other sources or codes to Ninfa by you, please change his name to avoid some copyright interpretation.
You can use them in FreeBasic, but keeping as 2 separate engines, you have not any right to mix the codes under the same name.
I'm sorry but I can't help you, if I could delete it I would
“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)
(Eagleson’s Law)
You added the gui example of IrrlichtWrapper under the examples_10g of the Ninfa3D 1.0g ( and IrrlichtWrapper.bi, too);
Nowhere in the Ninfa3d_1.0g_release.rar You didn't write that is a combination between the 2 wrappers.
Now, let as it is, but for future needs a litle more attention.
Ninfa3D id free, you can make changes, but change to your names as you wish.
Nowhere in the Ninfa3d_1.0g_release.rar You didn't write that is a combination between the 2 wrappers.
Now, let as it is, but for future needs a litle more attention.
Ninfa3D id free, you can make changes, but change to your names as you wish.
Ninfa3D 1.0h version
Hi Wahagn,
Here You are a gift, Ninfa3D 1.0h version, with gui and ray cast collision.
Few differences from 1.0g version, the main differences is that you need to set 0 or 1 for OpenGL or Directx when calling InitEngine( see examples);
Need to study Ninfa3D.bi to see the declarations of the functions and subs;
I have not yet the doc file, no time.
It is free, you can make any changes, but under your name, not under the same name as the original.
Here is the link :
http://www.filefactory.com/file/cab8737 ... a3D10h.rar
Enjoy!
Here You are a gift, Ninfa3D 1.0h version, with gui and ray cast collision.
Few differences from 1.0g version, the main differences is that you need to set 0 or 1 for OpenGL or Directx when calling InitEngine( see examples);
Need to study Ninfa3D.bi to see the declarations of the functions and subs;
I have not yet the doc file, no time.
It is free, you can make any changes, but under your name, not under the same name as the original.
Here is the link :
http://www.filefactory.com/file/cab8737 ... a3D10h.rar
Enjoy!
Re: Ninfa3D 1.0h version
nespa wrote:Hi Wahagn,
Here You are a gift, Ninfa3D 1.0h version, with gui and ray cast collision.
Few differences from 1.0g version, the main differences is that you need to set 0 or 1 for OpenGL or Directx when calling InitEngine( see examples);
Need to study Ninfa3D.bi to see the declarations of the functions and subs;
I have not yet the doc file, no time.
It is free, you can make any changes, but under your name, not under the same name as the original.
Here is the link :
http://www.filefactory.com/file/cab8737 ... a3D10h.rar
Enjoy!
Thanx for letting me now, *now downloading*
Edit: I checked it out and it quite nice especially the terrain editor and color map editor, thanx again for a nice engine
BTW: Please can you make a picture of the output of imprezza_shaderGLSL?? because my pc can't run that program ( i have opengl 1.3) I would like to see how it looks like...
“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)
(Eagleson’s Law)
