Compiling issues and some questions
Posted: Sat Oct 27, 2018 1:18 am
I am rebuilding the project I started a couple years back with some different design goals in mind. These design goals unfortunately don't seem 100% compatible with Irrlicht's current way of managing objects and capabilities. So I may need to change the source code some to meet my needs. As such I am going to need to work with the code and recompile it, which is giving me trouble. So there are two things I need to address here: 1) my build issues, 2) some basic questions about the changes I need to make.
First, for the building:
I am now on Windows 10 using VS 2017 and cannot get Irrlicht to Build. There is no information. It comes back with "CL.exe" exited with code -1073741515. I have installed the Windows 7.1 SDK successfully. Do I need the DirectX SDK as well?
Second, here are some needs that I have and I wanted to get some insight/feedback on how to accomplish these goals.
Current needs and limitations:
First, for the building:
I am now on Windows 10 using VS 2017 and cannot get Irrlicht to Build. There is no information. It comes back with "CL.exe" exited with code -1073741515. I have installed the Windows 7.1 SDK successfully. Do I need the DirectX SDK as well?
Second, here are some needs that I have and I wanted to get some insight/feedback on how to accomplish these goals.
Current needs and limitations:
- Part of my redesign is because I need to build a web browser plugin that will make use of my core API to embed 3D scenes on a web page (most likely using OpenGL/WebGL). Is this possible to do?
- I also need to be able to incorporate both flash video and other video formats into (Irrlicht) 3D scenes. Is this possible?
- The basic issue that the current Irrlicht object design has is one of scripting security. My application will allow for heavy use of scripting. However, the source of a script needs to be evaluated and measures taken to prevent scripts from accessing objects in a scene when they are not supposed to. As such, my project has its own basic object design at its core which needs to be used by all objects in a scene or the ui. This includes Irrlicht objects. I have a few options that I have listed below. Which one would work the best, given the way Irrlicht works?
- Create a subclass that inherits from both my object base and the irrlicht object which will then be added to an Irrlicht scene as nodes
- Create a wrapper that uses an implicit casting mechanism from my wrapper object to the irrlicht object.
- Alter the Irrlicht code so that 2D, 3D, and UI nodes all inherit from my base class (in addition to the classes they already inherit from). If I do this option, I would also need to modify or replace the object lookup mechanism so that it only returns the pointer/handle to an object if the security criteria are met. (Security issues are ignored in the web plugin in or "lite" version of my software). However, they are a key feature of the full version of my software).