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Hi Gman,
First of all thanks for your wonderful wrapper. I'm thinking of purchasing blitzmax (I already own blitz3d) to take the next step in its development but the lack of a 3d engine is making me hesitate, but all the info I found about your integration with Irrlicht is quite motivating and encouraging since I'm already an Irrlicht user, So I'm downloading blitzmax's demo and will try v1.30 of your wrapper for Irrlicht 1.5. Installation seems painless, however I'd love to see the samples ported to bmx language in action but the only ones available are for irrlicht 1.3.
Is there an updated package with sample files for Irrlicht 1.5?
Kind regards,
Alvaro F. Celis
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Well I found you link 1.3 example files as working with the latest version, but they don't
Only the ones using the software renderer (example 01) works, any other one just freezes there and remains running as a ghost process.
Example03 (customscenenode) reports this error:
"Compile Error: Identifier 'createFromVals' not found"
And so and so and so on. ![]()
I hope you find the time to check them and try to get them fixed. ![]()
regards,
ALvaro
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greetings and welcome
its great to see a face from the Irrlicht forums over here
my apologies on the examples. i didnt realize it had been so long since i published a release! i actually recompile/rework the examples for each release of the Irrlicht mod for testing purposes. i just hadnt sat down and actually ported/released the newest versions. in any case, im doing so now. examples 01 - 04 can be downloaded here. i hope to finish them all before the end of the week.
as for BlitzMax, its a pure joy to work in. a very well designed language (IMO) thats fun and easy to work with. a real beauty is that its cross-platform for the big 3 and has things like networking, sound, and joystick input built-in. my only real beef with the language is the lack of method/function overloads. i know thats a big OOP theory battle, but in my mind they are extremely valuable. any method in Irrlicht that has an overload will have an alternate name in the BlitzMax mod. also, there was no (clean) way to directly access fields so they are wrapped in get/set methods.
the mod itself is something im very proud of. my main design goal was to come as near as possible to the C++ Irrlicht API. this allows the regular API docs to be extremely useful and its pretty easy to port examples and code snippets from the Irrlicht forums when you get the hang of it.
anyways, again welcome!
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Great! Thanks a lot
That's a great start. And yup, I'm also very excited to see the power or Bmax and how well it behaves with wrappers like yours. I'm downloading your first updated examples right away!
Thanks for the quick response and please let us know of any updates. You're doing (since a long time ago for what I've read here
) a great job bringing Irrlicht to bmax users, or is it the opposite way?
Indeed, it's something you ought to be proud of.
regards,
Alvaro
Ps. Projects like yours reaffirm I'm making the right move getting bmax. It's really an aggregated value to it ![]()
Last edited by afecelis (2009-02-24 22:15:30)
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Gman, one thing.
If I leave the code in to select the video driver, when I run the generated executable it doesn't start but remains running as a process, eating resources. Examples only work if I assign a driver (be it opengl or D3D) in the beginning, getting rid of the selection code. Weird, but I got no problem assigning the render driver without choosing it ![]()
regards,
Alvaro
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greetings
for the driver selection issue, under bmax program menu, build options, make sure "build gui app" is _not_ checked. if you run the built EXE from the command line you will now see the driver menu. press a letter an enter and it should go.
if you are build and running the EXE from within bmax, you need to type in your driver selection in the "output" tab and press enter.
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Thanks Gman. I'm using BlidePlus as IDE, I got it yesterday since they say it's so good for Bmax. After I become a bit more familiar with the Blitzmax demo and the Irrrlicht integration, I'll also buy blitzmax, meanwhile I'll sqeeze the 30 days of the trial out!
. I'll also wait for your whole package of examples to make sure the code is fully compatible with Irrlicht 1.5. ![]()
I'm going to check the option you suggest in the Blitzmax IDE options to see how things go.
Thanks for the help.
Alvaro
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greetings
my apologies on the delay as work poo'd on my head a bit this week so im a bit behind. examples 01 - 11 can be downloaded here. also, i fixed a bug in the texture animator that was causing the textures to not transfer properly so there is a new release of the mod available as well. i plan to finish up the rest of the examples before the weekend is out.
enjoy ![]()
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awwwh! great!
Thanks Gman. I'm downloading both the new mod and the examples right ahead. Great work! you move fast! Looking forward to the full set of examples to try them out.
Regards, and thanks
Alvaro
Last edited by afecelis (2009-02-28 15:26:18)
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Excellent! thanks a lot! I still had to remove the driver selection code from the beginning. If I leave it in, the example compiles fine but nothing runs. Using only 1 driver (opengl/DX) fixes it for all of the examples except for example "10.shaders", in which the shader language file has to do with the driver chosen, so it's a bit harder for me to fix with a single render driver ![]()
But all the others that were crashing before, even with a specific driver assigned, are now running fine and fast as hell! ![]()
thanks for all the help.
Alvaro
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you are very welcome
im still thinking the driver selection issue is related to the compile mode setting in the IDE. ive never used blideplus so im not sure where to change the setting at. the setting needs to be changed so the compile is in console mode (as opposed to GUI mode) since the driver selection appears in the console similar to the C++ examples.
one really cool thing you will hopefully see is the near 1-to-1 conversion between the C++ and BMAX versions.
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yup, I noticed that, it is indeed extremely cool! ![]()
You' right, I just noticed all examples are being compiled as win32 apps and not console apps! Cool! I'll try again and find the option to compile console applications.
cheers,
Alvaro
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You nailed it!
The option to compile as console in Blide is not among the compiler's options but in the "Publish settings". Now everything is running perfectly, no code changes needed in the examples! Awesome! ![]()
cheers,
Alvaro
PS. One last question, in examples that load animated meshes like Sidney or the fairies, why are their animations playing so extremely fast compared to their speed in normal Irrlicht?
Last edited by afecelis (2009-02-28 18:21:34)
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Gman, forgot to ask. Any plans on integrating Irrklang for audio? ![]()
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greetings ![]()
PS. One last question, in examples that load animated meshes like Sidney or the fairies, why are their animations playing so extremely fast compared to their speed in normal Irrlicht?
that one i havent figured out. there is nothing specific that i am doing that would cause it as far as the module goes. even the hello world one does it.
Gman, forgot to ask. Any plans on integrating Irrklang for audio?
i believe there is already an IrrKlang module floating around out there somewhere, but in any case BMAX already has a built-in audio module that has worked just fine for me so far. there are also other audio modules available for BMAX.
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Using Bmax's audio module... cool!
Do you have, or could you be so kind to create, an example in which you mix them both? (Irrlicht wrapped code+ bmax's audio loading).
What library does bmax use for audio? Would it support positional 3d audio of nodes placed in irrlicht? ![]()
questions, questions! ![]()
regards,
Alvaro
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BMAX has 2 built-in audio modules. free audio which is written by BRL and an OpenAL module. there is an OpenAL3d module using the OpenAL module. free audio can simulate using depth and pan effects. there are also numerous other modules available (found on the BMAX forums). one is BASS, there is also a maxmod module although im not sure what the sound system is underneath.
as for an example, check out the code in the BMAX help docs for the SetChannelDepth() function. using depth, pan, volume and the position of the active camera, you can write an animator that will handle 3d-like sound.
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Hi Gman, long time.
Thanks for the audio-modules explanation. I finally made up my mind and purchased blitzmax so I'll start checking some of its examples to see how things work natively and then try to incorporate some of the stuff into Irrlicht. I also ran into an Irrklang wrapper for blitzmax somewhere so I might also be checking it.
I was wondering if you ever completed adjusting the rest of the 1.5 examples? I want to check some camera clipping issues, skyboxes, etc. Let me know if you find the time to check them, or can I use the older examples as reference for this? I don't think things've changed that drastically between version 1.3 (latest full examples available) and 1.5 ![]()
regards,
Alvaro
Last edited by afecelis (2009-03-27 22:40:41)
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greetings
ive had most of them dont for a while but didnt find the time to post them. i have all but 16 and 17. 17 i cant do since its mobile and BMAX doesnt support it. 16 is giving me a bit of a hassle (or it was when i was trying to get it going). the latest can be downloaded here.
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nice! thanks a lot Gman! Your efforts are very appreciated
Downloading and checking them out immediately.
cheers!
Alvaro
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Hi Gman,
Back with a couple of Mac Os questions ![]()
Do you always create your mods around official Irrlicht releases? or are SVN versions supported? I'm getting this error now:
"The Irrlicht library version 1.5.1-SVN does not match the mod version 1.5"
Should I use the official 1.5 instead?
regards,
Alvaro
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greetings
my apologies on the delayed response. yes i only build for the official releases. its too much for me to keep up with the SVN versions.
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