Trinity3D Open Source
BlitzMax Forums/BlitzMax Programming/Trinity3D Open Source
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Here's the latest build, full source included, http://s93153354.onlinehome.us/trinity/trinity.rar copy into your blitzmax\mod\ folder to run. this was (Edit-Is)used to power rifa, has various features including materials, textures, specular masking, pipelines, highspeed visulizers, collisions etc. You may use this to extend it or in your own commercial or freeware games. you may not base a commercial 3d engine off it. I'll document each section soon enough to make additions easier. Personally I only will use changes for my own games, not a commercial engine, as the rules apply to me also obviously. I'll include any additions in the full package once every night to keep things sane. |
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ummm... link? |
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Will include link in a sec, once evak uploads it. I'll mirror it for you once it's up. |
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note to self, stop skimming posts... |
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Note to self, kill the gnomes who live in the closet. |
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http://s93153354.onlinehome.us/trinity/trinity.rar Thank evak, or else. (And noel too. belatedly of course) |
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My thanks be unto the Evak. |
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http://mybignose.f2o.org/Trinity.rar Mirrored happily ever after. |
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I get errors on compile:C:/Program Files/BlitzMax/mod/dsi.mod/physics.mod/intersect.c:386:50: warning: backslash and newline separated by space Compiling:entity.bmx flat assembler version 1.51 39 passes, 0.1 seconds, 154681 bytes. Archiving:entity.debug.win32.a Compiling:camera.bmx flat assembler version 1.51 5 passes, 21759 bytes. Archiving:camera.debug.win32.a Compiling:draw.bmx flat assembler version 1.51 5 passes, 23839 bytes. Archiving:draw.debug.win32.a Compiling:Light.bmx flat assembler version 1.51 6 passes, 15681 bytes. Archiving:Light.debug.win32.a Compiling:loader.bmx flat assembler version 1.51 6 passes, 20948 bytes. Archiving:loader.debug.win32.a Compiling:loader3ds.bmx flat assembler version 1.51 6 passes, 34446 bytes. Archiving:loader3ds.debug.win32.a Compiling:loaderb3d.bmx Compile Error: Module does not match commandline module [C:/Program Files/BlitzMax/mod/dsi.mod/loaderb3d.mod/loaderb3d.bmx;3;17] that last one could be because of this line: Module DIO.B3dIO |
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sfx.bmx has incorrect module name as well. |
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bear in mind this was wrote on a very old beta version of bmax. i'll be re-coding it starting from tomorrow so expect a cleaner build then. (I.e one that works) sfx.mod? |
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changing the module lines to DSI.<modulename> works. |
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can you upload/e-mail a working version please cos i'm not sure what you mean and i don't want to find out the hard way :) |
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mother humper I can't get nothing to work.. Why is bmax telling me tenngine cannot be found? I've been away too long. |
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can someone remind how to set up mingw for bmax? I have it installed..just can't remember how to set up the paths |
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Start -> Control Panel -> System -> Advanced -> Environment Variables Then, add a new variable under System Variables called "MINGDIR" with the path to your MinGW directory (not bin, just the root, like C:\MinGW [mine is "G:\MinGW" without the "'s]). Select the variable PATH under System Variables, click Edit, and append the path to MinGW's BIN, INCLUDE, and LIB directories. Restart any applications that will use it (and command prompts) and it should work. |
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cheers. is it just me or has the mingw download disappeared from their site? man it never used to be this hard surely. |
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http://sourceforge.net/project/showfiles.php?group_id=2435&package_id=82721 They have changed their install routine. So the Package only contains a installer which downloads all needed files from their host. [Edit] MinGW 3.101 Download here : http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download |
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can you upload/e-mail a working version please cos i'm not sure what you mean and i don't want to find out the hard way :) I can explain what I mean relatively easily: one of the errors I got was in dsi.mod/loaderb3d.mod/loaderb3d.bmx I changed the Module line in loaderb3d to reflect the correct pathing. i.e. Module DSI.LoaderB3D this resolved that one and I did similar for sfx. It then compiles easily. My guess is that you changed the module directory names at some point, and since you never modified that module, never had to recompile it and so didn't spot the error. |
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Works now. Thanks Klepto,Perp. |
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Hi, Are there any examples available Antony? |
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not really. atm i'm working on something else in b3d so can't really do any either, but one day i'd like to finish this up and do some. i could release the rifa code that uses it i guess if anyone's interested. |
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i could release the rifa code that uses it i guess if anyone's interested. That would be useful :) |
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this is not a part of the official release, but here goes. (nick it and you will pay a great consequence.(I'll send the boys round :) ) |
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is there a simpler example? this one wont compile and if it did theres no scripts / 3d objects to go with it engine code looks good tho.. |
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not at the moment. i'm working on rifa but back in blitz3d. can't be arsed with trinity to be totally and brutally blunt. :) mark's 3d stuff has put me off for life :) |
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hmmm but I dont fancy waiting 6+ months... modules compile with changes the above code wont compile cause it cant find TLight but it is in the module?? |
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yeah sorry for the mess, i'll try and sort it eventually. as for mark's, neither can i, hence a return to b3d for now. i wish mark, nay i hope mark releases the 3d engine in beta form too. or includes me on the beta program through an act of sheer madness :) |
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Antony, Maybe you can just post a small example of maybe a spinning cube. Its just to see the main structure of the rendering system. I only got a window working this far but everything i have tried to let the engine render something fails. So a little example of a framework would be very nice. |
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i'll come clean. i did in fact try to continue rifa bmax, but got so frustrated with trinity i gave up and wend back to b3d. there is a reason for this..it doesn't work anymore..might be a new glew thingy...but...LEG IT! |
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Anthony... YOU ARE THE MAN!!! this is some neat stuff... looking over it now... i'm sure it'll come up to snuff with a lil work... THANKS --Mike |
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Please....write simple sample... |
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ok,Main:TEngine = new TEngine main.findmode(640,480,32) Cube:TEntity = Prefab.Cube(25) Visuals:TBatch = new TBatch Camera:TCamera = new TCamera Visuals.AddCamera(Camera) 'might be set camera Visuals.AddEntity( Cube) Visuals.Sync() Cube.UsePipeline( New TStaticBuffer ) Repeat Main.Cls(T_Color ) Cube.Rotate( 0,mousex(),0 ) Visuals.Render() Main.Flip() forever something like that. in theory. |
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there's a bunch of mark style tform funcs(or one) in the matrix lib for help with camera placement btw. |
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Thundering typhoons, it's huge!! ... Just thought I'd point out the obvious. |
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It's not worth using it anyway tbh. I've just decided to do my 3rd engine as no presently availiable option is doing it for me and my games. Think I'll just call this one Vivid2.0. |
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Well, good luck then. Your engines so far have had an increase in quality, and you obviously know what you're doing, so I have high hopes for this one. Oh, and the fact that... *Cough*prepaid*Cough* |
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Lol, you have a funny concept of prepaid, but I guess I do owe at least 26 people a free copy, and you'd be one. :) |
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Any chance to see screenshot in action ? |
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Evak posted some videos of Rifa awhile back, but I never did any other demos/tests so..can't really put any up. |
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Sweet. I too had started a 3d engine in Max, using terrabits code as a base, then adding key features that i myself needed. i failed when it came to collisions :( oh.. And it doesnt compile anymore..since about 0.4 or 0.5... SO , Thats the reason alot of people went back to b3d- So, i have alot of respect for someone who gets an engine this far through. Its more use than nothing :) |
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Heh well I actually got collision code working(Much to my surprise. I was pretty sure I accidentally run a b3d app the first time it worked) but came a cropper when it came to accurately loading and displaying multi-limbed b3d entities. They'll melt your face off just for the fun of it. |
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heh, I managed to get the B3D files working- though, i dont know / *Remember* how anymore...o.o |
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Damn it, there goes my next question :) |
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I dont think i have the source, as i wiped out my old Max folder, however, should i have it I can remind myself ;) |
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I would offer the collision code I did in return, but unless Evak has a file called 'collision.bmx' on his hd somewhere, we're both out of luck. Evak? :) |
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I could ask him later? :P hehe. I think his puter's been changed too, like mine :/ Im pretty sure my code was just heavy modifications to pre-existing code, probably by terrabit- Until it worked. Multiple Cameras, Alpha texturing, it had *some* collision but i couldnt find what was doing it, plus, when i scaled the camera, the collision broke (odd!!!) |
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Yeah he got a nice 3.4ghz megatron hal varient cpu, 2 gb of light ram, and a fibre optic mouse, all to go with his state of the art..err, geforce3. (Sorry evak, couldn't resist :) ) Nice thing about the collision code I had was it was linepick like, which is the most useful of all collision funcs in b3d..won't be hard to recode though, hopefully. I'll send it your way if i do and you still need it. |
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I can't compile the cube example, I've installed the mods, but BlitzMax says: Compile Error: Identifier 'TEngine' not found Build Error: failed to compile D:/Archivos de programa/The Factory.ws/BLIde/trinityDemo1.bmx Any idea? It seems very ilogical to me... |
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I also get errors when tring to makemods: [D:/Archivos de programa/BlitzMax/mod/dsi.mod/sfx.mod/sfx.bmx;3;18] Build Error: failed to compile D:/Archivos de programa/BlitzMax/mod/dsi.mod/sfx. mod/sfx.bmx |
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I checked for my "engine" source code by the way- Definitely wiped out when i cleaned up max :( Nice thing about the collision code I had was it was linepick like, which is the most useful of all collision funcs in b3d..won't be hard to recode though, hopefully. I'll send it your way if i do and you still need it. Thatd be cool. When i was about 12, i could do alot of all this, but then i never needed it because i preferred 2D- and now i cant seem to get my head around it :) |
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Has anyone played with this engine and/or managed to get it working in today's BlitzMax? For obvious reasons, its original incarnation will not work anymore (first problem being that MemAlloced was replaced by GCMemAlloced). Regardless, it seems like a worthwhile engine to mess around with since it is completely open source, reasonably featureful, and written entirely in BlitzMax. The only thing that may be a problem is that it's not a wrapper of Ogre, so it isn't perfect. (And may have compatibility problems). Sorry to anyone whose engines I'm interested in; I still am interested in your engines, but as I learn things (or solve things) I tend to get off task and explore others until I am completely sure. These alternatives usually send me screaming back to the first choice, so nothing to worry about. |
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well trinity was what ant was going to build raptor from, using MiniB3D to load meshes. The old trinity was badly flawed in that the transforms only worked for the parent and didn't parse through the children, so you got a ton of bad rotations with anything but the most simple scenes. It didn't support bones or heirarchy anim either, unless it was all done by hand in code. Specular worked through some kind of blendmode trick, and you had to have a map same name as the regular texture with an name_S for specular map on UV1, and name_S2 for specular map on UV2. You could do some cool things with it, but it was written within the first 5 weeks of the Bmax beta being released. So pretty rushed and incomplete. |