GD 3D SDK

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blizuke
Posts: 8
Joined: Sun Jul 18, 2010 9:51 am

GD 3D SDK

Post by blizuke »

This is a project in its very beginning phase, but it should have potential.

If anyone is interested and it would happen we have a meeting of minds and someone would like to help with it, that would be great.

It'll be best for you to visit the web-site to get the full idea of it, but I'll copy-paste here some of the design goals and features:-

http://gd.meizo.com/

* Compiles LPC into as efficient native code as possible on the fly.
* As dynamic and flexible as interpreted byte-code languages.
* Runs on Win32, Linux and OS X.
* On x86 platforms, creates realtime assembler code using libtcc.
* Supports re-compiling objects including updating clones on the fly.
* Supports inheriting and function-overriding.
* Supports distributing objects across GDs on same machine or network.
* Serializing and restoring state.
* Native integers and floating points.
* Very efficient and fast memory management.
* Internally shared strings, arrays, mappings.
* Very easy to use networking.
* Easy and efficient RPC for powerful object-oriented networking.
* Extremely object oriented.
* As crash-proof as possible.
* Broad set of good functions for various tasks.
* Can utilize all libraries/modules made for PHP and other systems.
* Also compiles PHP code with little modification.
* 2D/3D embedded library and support.
* Native GUI widget support.
* Good libraries and codebases for both client and server apps and games.
* Easily extendable.
* To be used for both small script-type shell-processes and heavy applications.
* Can be compiled in as a library to other programs.
* Built-in sandboxing support.

So to sum it up, it's a simplified programming/scripting language which produces intermediate C code which then is compiled to assembler-code.

The idea is to provide a fast and very dynamic and flexible platform for both client and serious server development.

Since it's been done solely by me for so far in spare time, there are obviously still many things lacking, but it's quite far now already, and is progressing slowly but surely.

Thanks again for Irrlicht for providing a great 3D library!

Productive feedback and ideas/wishes are also welcome.
blizuke
Posts: 8
Joined: Sun Jul 18, 2010 9:51 am

P.S.

Post by blizuke »

One feature that wasn't really mentioned that might interest someone here, is that based on that system, the 3D client/server aims to create a seamless unlimited world with realtime world-editing based on a cubemap model (courtesy of PI!).
shadowslair
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Location: Bulgaria

Post by shadowslair »

Pretty serious project! :wink:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
CuteAlien
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Post by CuteAlien »

Not sure if I got that completely. You are creating a 3D client&server environment programmable in LPC? So LPC used as an embedded language in that environment?

Or do you rather create libraries for LPC which make creating such an environment easy?
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blizuke
Posts: 8
Joined: Sun Jul 18, 2010 9:51 am

Post by blizuke »

First there is a compiler that compiles LPC into native assembler objects.

Then there is a library that runs those objects and offers interfaces to many other possible libraries, including Irrlicht.

So yes, I am creating a 3D client&server environment programmable in LPC.

The idea is to make the LPC compiling so well done, that it will reach the efficiency of doing the whole application (client/server) in C.

In practise, that won't happen, but that's the goal. Having good goals helps one push just a little bit harder, I believe, to squeeze the most performance out of it.

I think the answer to your second question is also yes.

There is the base-project of doing the LPC compiler and framework, and then one of the projects on top of that is the 3D client/server environment.
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