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New Post::Can 3dGS work okay with C++?
#251692
02/14/09 16:26
02/14/09 16:26
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Joined: Nov 2007
Posts: 45 Fort Worth, Texas
peacerosetx
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OP
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Joined: Nov 2007
Posts: 45
Fort Worth, Texas
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Greeting all,
Peace. I have completed several projects with Irrlicht. Now I wanted to use 3dGS, however I had a few questions, can you please help me to know if this engine can help with this next project?
1. I have our game almost completed in c++ code, except for the graphics classes. Can I keep all the code as is in c++(Visual Studio is the compiler) and simply use the Lite-C script for our graphic and rendering classes? In other words will the game engine work *without* problems with LiteC and c++
I think that is about it...
Thank you in advance for your help
Last edited by peacerosetx; 02/14/09 16:56.
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Re: ,
[Re: Cowabanga]
#251717
02/14/09 17:11
02/14/09 17:11
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Joined: Nov 2007
Posts: 45 Fort Worth, Texas
peacerosetx
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Thank you Cowabanga for your reply. Just to make certain that I do this correctly I am going to complete all my classes in visual studio to make sure they are functioning correctly. Then I am confused, do I? a) #include the 3DGS engine information into the visual studio project to create the graphic classes in lite-C in this Visual Studio environment or || b) do I create the graphic 3dGS lite-c classes with the SED editor, *and* also put all my main classes from C++ into the SED as well. In other words can I compile my C++ classes and my Lite-C classes with the SED. Thank you. I feel very excited at the thought of being able to use this...finally 
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Re: ,
[Re: peacerosetx]
#251722
02/14/09 17:15
02/14/09 17:15
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
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Posts: 1,032
Croatia
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i think the best would be that you take 3dgs manual and read the whole section about plugins and higher langauges(C++). there are some examples of how to create something inside C++ environment like VS with Acknex(A7) engine.
Ubi bene, ibi Patria.
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Re: ,
[Re: croman]
#251747
02/14/09 17:58
02/14/09 17:58
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Joined: Nov 2007
Posts: 45 Fort Worth, Texas
peacerosetx
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Okay I read trough the information. It seems that if I use the Plug-in SDK with .dll there are limited things that I can do (a) 3D functions (b) particles and (c) messages. However if I use the acknex.dll, it seems that you have to know which entities to set and how for example: // A ball game would be no fun without gravity.
ph_setgravity(_vec(0,0,-500)); // We are setting two entity flags in order to cast, but not receive // dynamic shadows for the ball
eBall->flags |= SHADOW|CAST;
How does one learn all of these things? Is this part of LiteC? If it is that is okay I can learn it since there seems to be enough information. This code for the dll movement seems far more complicated that the lite-c this is for movement with the SDK for C++ in 3DGS that I got from the manual:
// We need static vectors for the speeds here because they must be
// preserved between loops.
vForce.x = -5*(v(key_force).x + v(mouse_force).x); // pan angle
vForce.y = 5*(v(key_force).y + v(mouse_force).y); // tilt angle
vForce.z = 0; // roll angle
vec_accelerate(&vMove,&vAngularSpeed,&vForce,_VAR(0.8));
vec_add((VECTOR*)&v(camera).pan,&vMove);
const int iSpeed = 6;
vForce.x = iSpeed * (v(key_w) - v(key_s)); // forward
vForce.y = iSpeed * (v(key_a) - v(key_d)); // sideward
vForce.z = iSpeed * (v(key_home) - v(key_end)); // upward
vec_accelerate(&vMove,&vSpeed,&vForce,_VAR(0.5));
vec_rotate(&vMove,(ANGLE*)&v(camera).pan);
vec_add((VECTOR*)&v(camera).x,&vMove);
Anyway as I understand it I would create it all in Visual Studio and not SED. Can you use this process to access the nice 3DGS features such as simple movement, a nice dialog box with buttons? It seems you have to re-code with something else other than lite-C to access this if you choose to use C++ and the acknex.dll... However using C++ in this manner seems very burdensome maybe I missing something. Do you simply use the acknex.dll and use lite-C script in Visual Studio? Is that correct? It seems the Lite-C language is not what is used in this instance. Thank you I am very confused, I did read through the manual on this section of the plugins...
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