Irrlicht Import Tests

Feedback, Development Log & Informations about Modules + Libraries for MX2
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Danilo
Posts: 19
Joined: 02 Feb 2016, 13:50

Irrlicht Import Tests

Postby Danilo » 15 Feb 2016, 10:32

Last time I tried, the memory consumption was growing 2GB per second. It happened using Irrlicht's default software renderer.
Now I'm using the OpenGL renderer, and no leaks anymore. :)

MX2 code:

Code: [Select all] [Expand]


Result:
Image
Still at the testing stage. Need to figure out (without documentation) how to import everything to support the MX2-way at best.
Classes, Structs, Virtual, Abstract, "Class Xyz Static", etc...

Does somebody know the difference between Virtual and Abstract methods? And what is "Class Xyz Static"?
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Danilo
Posts: 19
Joined: 02 Feb 2016, 13:50

Re: Irrlicht Import Tests

Postby Danilo » 16 Feb 2016, 07:13

Using Skydome and Skybox is as easy as that:

Code: [Select all]

sceneManager.addSkyDomeSceneNode( driver.getTexture( "skydome.jpg".ToWString() ) )


Code: [Select all]

sceneManager.addSkyBoxSceneNode( driver.getTexture( "irrlicht2_up.jpg".ToWString() ),
                                 driver.getTexture( "irrlicht2_dn.jpg".ToWString() ),
                                 driver.getTexture( "irrlicht2_lf.jpg".ToWString() ),
                                 driver.getTexture( "irrlicht2_rt.jpg".ToWString() ),
                                 driver.getTexture( "irrlicht2_ft.jpg".ToWString() ),
                                 driver.getTexture( "irrlicht2_bk.jpg".ToWString() ) )

(The .ToWString() is only temporarily)

Results:
Image Image
abakobo
Posts: 3
Joined: 07 Feb 2016, 20:00

Re: Irrlicht Import Tests

Postby abakobo » 18 Feb 2016, 13:12

Looking forward to see how different libraries can be binded to mx2!

Did you had to create some "wrapper" through the "Irrlicht.monkey2"? How does that file look like? Was it created automaticaly?


great to see those gl windows before the pre alpha-beta anyway!
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Danilo
Posts: 19
Joined: 02 Feb 2016, 13:50

Re: Irrlicht Import Tests

Postby Danilo » 19 Feb 2016, 05:51

abakobo wrote:Did you had to create some "wrapper" through the "Irrlicht.monkey2"?
How does that file look like? Was it created automaticaly?

It's currently just Extern defines for Classes and Enum's. At some points some kind of wrapper
may be required to get all C++ overloaded operators working with MX2.

I Imported the whole Irrlicht SceneManager. That's the thing responsible for creating and managing
Cameras, Terrains, Objects, Render Nodes, Skybox/Skydome, Billboards, Quake3 files, etc.
Currently working on the other classes that are referenced by and required by SceneManager.

Of course everything will be available free and open for everyone when it's ready. ;)
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Danilo
Posts: 19
Joined: 02 Feb 2016, 13:50

Re: Irrlicht Import Tests

Postby Danilo » 21 Feb 2016, 08:33

Okay, added all SceneManager dependencies.
Estimated progress is round about 40% - 50%.
Hope to get it released shortly after the next MX2 demo/beta.

Original Quake3 Level Loader demo works now directly in MX2:

Code: [Select all] [Expand]



The old screenshots:
Image Image
And the new screenshots, with added Skydome:
Image Image
Rick Nasher
Posts: 1
Joined: 10 Jul 2016, 20:29

Re: Irrlicht Import Tests

Postby Rick Nasher » 10 Jul 2016, 20:54

Hi Danilo,

Any progress on this? I know the Irrlicht Wrapper by Aqualung for Blitz+/B3D/Max and it looks pretty good to me.
He also *released the C++ source code* to this if this is of any use to you (maybe saves you a lot of work?).

See here: Irrlicht 1.8.3 Wrapper and Source for Blitz

This could be just what Monkey 2 needs to become a hit. Of course it would still need a Multiplayer Network and Physics module, but then it would really rock! Perhaps finally a worthy Multi-Platform Blitz3D follow up?

Grtz,

Rick Nasher
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Danilo
Posts: 19
Joined: 02 Feb 2016, 13:50

Re: Irrlicht Import Tests

Postby Danilo » 10 Jul 2016, 22:15

Rick Nasher wrote:Any progress on this?

MX2 has changed between Xmas Beta and Final 1.0.0, so this does not work anymore out-of-the-box. Requires a boring rewrite / some changes.
I'm currently on vacation/holiday. After that, I hope for a fresh start and a bright future for MX2 - including easy 3D and Application Programming. ;)
abakobo
Posts: 3
Joined: 07 Feb 2016, 20:00

Re: Irrlicht Import Tests

Postby abakobo » 29 Jul 2016, 17:01

Is monkey2 less able to import c++ libs now?

I'm thinking about trying Box2D and some symbolic physics(robotran) with mx2... And try to import RUBE's C++ saves too
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Danilo
Posts: 19
Joined: 02 Feb 2016, 13:50

Re: Irrlicht Import Tests

Postby Danilo » 30 Jul 2016, 15:59

abakobo wrote:Is monkey2 less able to import c++ libs now?

No, everything should be fine. Just go on and do your Imports.

Maybe create a new forum topic to discuss certain aspects of your
Box2D and R.U.B.E. Imports, if you should have any problems/questions.

Just arrived at home 6 hours ago, from vacation in Sri Lanka. Will look at newest MX2 myself,
in a few days... but need some sleep first. ;)

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