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web android translator (Engine SDK)
#463103
11/15/16 15:56
11/15/16 15:56
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Joined: Feb 2012
Posts: 371
Dico
OP
Senior Member
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OP
Senior Member
Joined: Feb 2012
Posts: 371
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Hi guys ,
you know , from long time i say someting about creating a translator for our games to web and android platforms . but i found some problems to convert lite-c functions like procs and some other functions. so i create a new engine on c++ and i recreate it on html5 webgl , with this i can now convert all my functions from c++ to web then to android .
the sdk provide: very fast rendring http download fast and not freeze the engine wait function (limited to android >= 5.1 and above + new browsers) sounds and music players PANELS,TEXTS,ENTITYS,ACTION
80% of acknex function recreated in this sdk. and you also use effects and much more ...
if you intersted in to test my engine , just pm me then i will upload your new sdk for the engine. and before i forget , you can use code::block to scripting bec is very fast and crossplatform and have a small size than vc++
link to compiler : http://www.mediafire.com/file/83jx0t9qb24o4x4/alphabox+engine+v1.23+compiler.rar link to engine library : http://www.mediafire.com/file/bqcv0y3hikezk6k/engine+files+and+librarys.rar
the android compiler need JDK and this is the link : http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
Now just create your map in wed and convert it to directx and add it to your asset folder like the exemple in compiler folder.
and don't forget to edit .bat file , its important for translating and compiling to android.
This is some images from unfinished interface for the engine : and this is an old project created with the sdk : you see here some exemple scripts
#include "include/alphabox_engine.h"
BMAP* exemple_bmap = bmp_create("bmap_name.jpg",NULL,NULL ,0);
PANEL* exemple_panel = create_pan(exemple_bmap,1); /// 1 : layer
int main()
{
set(exemple_panel,SHOW);
exemple_panel->pos_x = 50;
exemple_panel->pos_y = 50;
exemple_panel->scale_x = 1;
exemple_panel->scale_y = 1;
while(1)
{
exemple_panel->roll += 1; /// exemple roll
wait(1);
}
}
loading an entity :
#include "include/alphabox_engine.h"
void action_player()
{
set(me,SHOW);
my->alpha = 100
while(1)
{
my->pan += 2;
wait(1);
}
}
ENTITY* exemple_ent = ent_create("entity.x",&vector(0,0,0),action_player);
int main()
{
while(1)
{
exemple_ent->roll += 1; /// exemple roll
wait(1);
}
}
[size:14pt][/size] This is how to use wait corotine :
#include <alphabox_engine.h>
void exemple_function()
{
while(1)
{
printf("\nresult 1");
wait(1);
}
}
int main()
{
add_function(exemple_function); /// with this now your function accept wait corotine
while(1)
{
printf("\nresult 2");
wait(1);
}
}
and the resulta :
result1
result2
result1
result2
result1
result2
result1
result2
result1
result2
result1
result2
...
and finaly this is just a simple game engine and with you guys we can make it better and better . Some demos to show how to load maps and apply collision: http://www.mediafire.com/file/2ahb3ak2s9xre5d/demos.rar
Last edited by Dico; 11/17/16 23:38.
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Re: web android translator (Engine SDK)
[Re: Reconnoiter]
#463124
11/16/16 11:07
11/16/16 11:07
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Joined: Feb 2012
Posts: 371
Dico
OP
Senior Member
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OP
Senior Member
Joined: Feb 2012
Posts: 371
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This is how to load map and apply collision to it :
#include <alphabox_engine.h>
ENTITY* exemple_map = ent_create("map.x",&vector(0,0,0),NULL);
int main()
{
set(exemple_map,COLLIDE); /// now your player will have a collision with the map.
while(1)
{
wait(1);
}
}
to create any light just use this :
LIGHT* new_light = create_light(1);/// 0 : directional light , 1: point light , 2 : spot light
to load and play music
int music_id = media_play("your media or sound (all types)" ,volume,flags);
//flags :
//LOOP : to make music or sound loop
media_pause(music_id); /// pause music or sound
media_resume(music_id); /// resume music or sound
media_stop(music_id); /// stop music or sound
set_mediavolume(music_id,85); /// set music or sound volume
get_medialen(music_id); /// Get len of music or sound
set_media_pos(music_id,50); /// Set reader position
int media_pos = get_media_pos(music_id); /// Get reader position
set_media_limit(music_id,20,100); /// set a limits for music or sounds
set_media_3d(music_id,vector(50,20,100)); /// set media 3d
///with this function you can create easly a media player :)
Some demos to show how to load maps and apply collision: http://www.mediafire.com/file/2ahb3ak2s9xre5d/demos.rarHave a fun guys
Last edited by Dico; 11/16/16 11:08.
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Re: web android translator (Engine SDK)
[Re: Dico]
#463189
11/21/16 08:09
11/21/16 08:09
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Hey! This project seems awesome! I would really appreciate if we can get hands on the source code, best published at the acknex community git: https://github.com/AcknexIf you publish it, i would take my time to look at the source code and put some free time into the rendering part of your engine. Regards Felix
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Re: web android translator (Engine SDK)
[Re: MasterQ32]
#463191
11/21/16 10:09
11/21/16 10:09
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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I tried to run the web demos but I get only a grey screen, I tested it on chrome, edge and internet explorer. Do I need to do something first?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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