Blitz wrapper for Nebula2

Blitz3D Forums/Blitz3D Programming/Blitz wrapper for Nebula2

Proger(Posted 2004) [#1]
We are going to create Blitz wrapper for Nebula2: http://nebuladevice.cubik.org/
(Ogre wrapper is not abandoned and we going to finish it).

One question regrading Nebula.
Should we create full version with all advanced things ( many function but great flexibility ) or create blitz like commands only ( Less functions less flexibility)?


Rob Farley(Posted 2004) [#2]
I would suggest this looks like something for BlitzMax (sorry). But Mark has mentioned that BMax hasn't got a 3D engine, Vivid looks like it could be a contender, however, if this one is free it' could possibly be a better option.

Regarding actually writing a wrapper, I'm not nearly clever enough to even consider it!


ckob(Posted 2004) [#3]
your going to abandon ogre? that sucks :( was starting to look very promising. Good luck with nebula


Proger(Posted 2004) [#4]
NO!!!
Ogre wrapper is not abandoned and we going to finish it... :)


ckob(Posted 2004) [#5]
ohh phew guess I read that wrong :P


.rIKmAN.(Posted 2004) [#6]
Whats happening with ODE?

I am a little concerned at the amount of projects you are starting to wrap without first finishing the last one...

However, your the one with the ability to do this (I certainyl couldn`t) so I guess its your call what you do :)

Good luck!


Gabriel(Posted 2004) [#7]
I would suggest this looks like something for BlitzMax (sorry)


Excellent. We can get the omnipresent "wait for BlitzMax" suggestion out of the way early this time.

To answer the actual question, I think a lot of people would probably want the flexibility eventually, but it might be good idea to start with the Blitz level stuff and add the lower level stuff later. If it's not possible to do it that way, and the choice will affect how you wrap everything ( I'm not familar with Nebula from a code perspective, so I really don't know ) then I think it would be better to have the flexibility. After all, lack of flexibility is one of the things people most often find to complain about Blitz3d.


slenkar(Posted 2004) [#8]
if you have many advanced functions someone will need to do some tutorials


Proger(Posted 2004) [#9]
http://blitz.pp.ru/file/BlitzNB2/BlitzNB2_01.rar
Here the first raw demo.
Its show only some basic functions and main purpose of the demo to test compatibility and FPS :)
Only Direct3D 9.0b(c) supported.


Sweenie(Posted 2004) [#10]
Works perfect even though my gfxcard is crap.(Intel 845)

But I think there is a bug somewhere in your code.
The rendering gets slower and slower for every frame.
First I get 150 FPS and then it slowly get lower until everything crawls.

Probably something that is created every frame and not released/or reused.

[Edit]
Use Taskmanager and you'll see that it constantly consumes memory


Proger(Posted 2004) [#11]
This error is already fixed.
Thank's.


mongia2(Posted 2004) [#12]
not work...

windows xp
direct x 9.c
512 ram
amd 2800
nvidia 5700

could not load a shader file
"data\shaders\fixed\mrtcompose.fx"

mongia


Proger(Posted 2004) [#13]
Please, try to copy that file from "data\shaders\2.0"


VIP3R(Posted 2004) [#14]
arkon,

Any news on ODE yet?

I agree with .rIKmAN., there is still a serious physics freezing issue in the current ODE wrapper that really needs some attention.


Proger(Posted 2004) [#15]
works with ODE lead with creating of Nebula2, so, as this powerfully interconnected

i know about freezing and full version of wrapper will be free of it


ckob(Posted 2004) [#16]
i get a runtime error, something about the application asking blitzcc.exe to end


Gabor(Posted 2004) [#17]
Works great. Runs at 300fps+

GeForce4 ti, Athlon 1.8


.rIKmAN.(Posted 2004) [#18]
Same error as ckob here.
Check my sig for system specs.


Craig H. Nisbet(Posted 2004) [#19]
How can blitz max work with out a 3d engine. Isn't that kind of the point?


Dreamora(Posted 2004) [#20]
same error as rikman and ckob

P-M, Mobility Radeon 9700, 512mb RAM
Blitz3D 1.87


REDi(Posted 2004) [#21]
Same runtime error, It seems to happen at nb_RenderScene()


Blackway(Posted 2004) [#22]
Same error too, and yes, It seems to happen at nb_renderscene()

Athlon 2500, 512 mb DDR, 128mb GeforceFX5900xt, WinXP, DX9c


Klaas(Posted 2004) [#23]
runs fine on about 350-500 FPS

WinXP Pro
NVIDIA GeForce4 TI 4600
P4 1.8 Ghz
512MB RAM


dmaz(Posted 2004) [#24]
same error as the others...

---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Runtime Error!

Program: C:\blitz3d\bin\blitzcc.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


---------------------------
OK
---------------------------


Play(Posted 2004) [#25]
Any documentation? Maybe at least the list of the functions?


Proger(Posted 2004) [#26]
New update!!!
Render: DirectX 8.1a, OpenGL

http://blitz.pp.ru/file/BlitzNB2/BlitzNB_0_1_b.rar


@rtur(Posted 2004) [#27]
Wow!! Looks realy great!
Nebula has a very powerfull engine.

Works -ok, but can't run in DirectX 8.1a under debuger.
I'll keep an eye on it...


Gabor(Posted 2004) [#28]
Very nice!
Second demo runs perfectly on my machine too.

GeForce4 ti, Athlon 1.8


ckob(Posted 2004) [#29]
Works!!! awesome I might add im getting 60-70 FPS on my rig


Dreamora(Posted 2004) [#30]
runs fine on nearly 400fps in window

extremely flickering in fullscreen


BODYPRINT(Posted 2004) [#31]
ckob, you most probably have force wait vsync on in your graphics drivers. So your frame rate is locked to your monitor refresh rate.

I get over 1000 FPS.