I just have review the code tutorials (it's a folder i missed when i tried Esenthel).
Yes the engine initialization, commands seems at final really not so complicated.
Bool Update()
{
if(Kb.bp(KB_ESC))return false;
CamHandle(0.1f, 10, CAMH_ROT|CAMH_ZOOM);
// set animations
{
cskel.clear(); // clear controlled skeleton animation
if(Kb.b(KB_SPACE)) // when space pressed
{
cskel.animate(L"../data/anim/walk.anim", Time.time()); // animate with "walk" animation and current time position
}
cskel.updateMatrix (MatrixIdentity); // update controlled skeleton animation matrixes
cskel.updateVelocities( ); // update controlled skeleton bone velocities (this is needed for Motion Blur effect)
}
return true;
}
What you can see this is not very hight level , caus you have to call some matrix updates, and mesh.draw() in the render phase.
I think the best way is for us to create our own Class doing all that and wher you call only one or two functions.
It's some simplified C++ or C# like language finally in their own editor and compiled on Visual Studio in BackGround.
--------------
I'll gonna re install Visual Studio and see if i achieve importing my own animated character and control it easyly by code.
I use 3DGS and another engine, but this engine could be a third option or replace the other one ?
(I keep 3DGS for easy script and fast prototype creation)
Last edited by ratchet; 01/26/13 11:51.