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Re: BlendELF WIP particles [Re: Germanunkol] #318308
04/06/10 23:05
04/06/10 23:05
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline OP
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Ambassador  Offline OP
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Joined: Jul 2004
Posts: 1,924
Finland
Some WIP particles from the WIP BlendELF 0.9 Beta!

http://blendelf.com/images/blendelf_mesh_emitter.jpg



Still have a few things to implement for particles... before moving to other things.

Re: BlendELF WIP particles [Re: Ambassador] #318314
04/07/10 00:55
04/07/10 00:55
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
User
Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Would you consider integrate SPL or Pawn scripting language, I like C style syntax.

http://www.clifford.at/spl/
http://www.compuphase.com/pawn/pawn.htm

Pawn is quite interesting indeed.
http://codeplea.com/game-scripting-languages

Last edited by Frederick_Lim; 04/07/10 01:07.
Re: BlendELF WIP particles [Re: Frederick_Lim] #318333
04/07/10 07:57
04/07/10 07:57
Joined: Jul 2004
Posts: 1,924
Finland
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Ambassador  Offline OP
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Joined: Jul 2004
Posts: 1,924
Finland
@Frederick_Lim

SWIG (the script binding generator I use) doesn't suppor generating bindings for spl or pawn, so adding support for them at this point wouldn't be trivial. Also there are no plans for adding new scripting languages soon since lua does its job pretty well. Ofcourse if you know C/C++, you could try to add the bindings even yourself, since the whole bindings API resides in binds.h, which is just a big list of defines and function declarations wink. So it isn't completely impossible.

Re: BlendELF WIP particles [Re: Ambassador] #318368
04/07/10 11:03
04/07/10 11:03
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Wow, looks great Ambassador laugh !

Managed BlendELF [Re: Rei_Ayanami] #318999
04/11/10 12:53
04/11/10 12:53
Joined: Aug 2005
Posts: 1,230
M
MichaelGale Offline
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MichaelGale  Offline
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M

Joined: Aug 2005
Posts: 1,230
Everyone who likes to code in C# or other .NET languages, should check out this post in the BlendELF forums.

Basically, I spent some time on writing a .NET wrapper for BlendELF today which lets you use the engine in, for instance, C#. It also allows you to use the renderer in a Windows Forms application:




Michael


Your friendly mod is at your service.
Re: Managed BlendELF [Re: MichaelGale] #319002
04/11/10 13:07
04/11/10 13:07
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Wow, very nice laugh

Re: Managed BlendELF [Re: Rei_Ayanami] #319046
04/11/10 19:28
04/11/10 19:28
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Joined: Dec 2008
Posts: 1,660
North America
Very very impressive, Ambassador. Keep up the good work! laugh


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Managed BlendELF [Re: Redeemer] #319157
04/12/10 16:44
04/12/10 16:44
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
Are you adding something like the streak or beam flags?

Also, just out of interest, can parameters be given to the entities? (As in parameters that aren't predefined)


~"I never let school interfere with my education"~
-Mark Twain
Re: Managed BlendELF [Re: Germanunkol] #319198
04/12/10 22:46
04/12/10 22:46
Joined: Jul 2004
Posts: 1,924
Finland
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Posts: 1,924
Finland
No streak or beam flags yet wink.

Parameters as in properties are on the TODO list (pretty high on the TODO list might I say). Scheduled for 0.91 release.

Re: Managed BlendELF [Re: Ambassador] #320137
04/19/10 20:37
04/19/10 20:37
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
@Ambassador: could you clear your inbox? I was not able to send you a PM.

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