New Version - Ninfa3D Lite V10E For BlitzMax

BlitzMax Forums/BlitzMax Programming/New Version - Ninfa3D Lite V10E For BlitzMax

Ian Thompson(Posted 2009) [#1]
A new version of Ninfa3D is available.

All headers and examples have been converted to BlitzMax.

Download here... http://www.mysticrealitystudio.comuv.com/1_6_Downloads.html

Changes...

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NINFA3D Lite 1.0e
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- Added function for Body: CreateBodyCapsule, CreateBodyWater, BodyAutoSleep, BodyMomentOfInertia,
  BodyCenterOfMass, BodyMass, BodyMaterial and BodyFreezeState.
- Added function for Material: CreateMaterial, MaterialElasticity, MaterialFriction, MaterialSoftness,
  MaterialCollidable.
- Improved speed, VBO (Vertex Buffer Object) is being used.
- Added function for Mesh: CreateMeshWater, StartFrame and EndFrame.
- Added function for World: WorldMousePick.
- New examples: water, fader.
- Added new Joint: CreateJointUpVector.
- Added Joint limits: JointBallLimits, JointHingeLimits, JointSliderLimits, JointCorkScrewLinearLimits,
  JointCorkScrewAngularLimits.
- Added new functions and section: Time (see documentation).
- Updated the system of physic to the version "2.01 Archemedia"


The authors have added "Lite" to the title because a new version is in development that will be available to buy with many new added features.

See here...

http://www.ninfa3dengine.com

There is no intention to stop development of the "Lite" version, each will co-exists and be fully supported.

This is one of the easiest to use engines out there for BlitzMax, I urge you to have a go, if you have not done so already, it may surprise you! ;)


Nennig(Posted 2009) [#2]
Thanks!
It is indeed a very promising engine for Blitzmax. I like the syntax because it can't get any easier.


Panno(Posted 2009) [#3]
thanks ian ! i like this ...


EOF(Posted 2009) [#4]
Unhandled Exception on EnableVSync() whatever demo I try

I have copied the Ninfa3D.dll into the demos folder and installed OpenAL. Any other steps?


Ian Thompson(Posted 2009) [#5]
Thank guys.

@Jim

Please ensure that you...

Extract the FreeBasic package to a directory.

Extract the BlitzMax examples, making sure they should reside in the directory "examples" with the "media" folder present, not in their own sub directory.

Also making sure that "Ninfa3D.bmx", "Ninfa3D.DLL" should also be present in the examples directory.

If this continues, then it may be a driver or hardware problem.

Try...

For OpenAL...

http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx

...and run the "OpenAL Caps Viewer" then report the output.


for OpenGL...

http://www.ozone3d.net/gpu_caps_viewer/


Also, the console output that Ninfa3D creates on a program run can be useful.

The Ninfa3D forums may also be a good place to visit...

http://www.mysticrealitystudio.comuv.com/forum/viewforum.php?f=5


matibee(Posted 2009) [#6]
I kinda like it. I'm getting random crashes with the 'Body - Primitives' sample though.

Please make the samples SuperStrict. It'd be nice to see the data types the functions are returning, it'll make the engine a little more understandable just from the sample code.

I'm having the problem I've always had with Newton, in that in runs in super slow motion (even tho the demos are maxing out at a sync'd 60fps). I don't know the official way to get the best out of Newton, but I've always found updating it 2 or 3x normal speed normally makes things look more realistic. Anyway, my point is, I tried changing the updateengine time without any discernable difference.

I'd like to persevere with Ninfa tho :) good work.


EOF(Posted 2009) [#7]
Ian,

+EDIT+

Works perfectly on my desktop PC (OpenGL 2.1.2)
Except for the Shaders Mapping demo where the cube turns BLACK if anything except option #1 is used

I'm guessing you need minimum OpenGL 2.0 for this engine?
On my EeePC (OpenGL 1.4) it fails on the initialization of the *.dll

In the Ninfa3D.bmx I tested via:
Global dll = LoadLibraryA("Ninfa3D.DLL")
DebugLog dll  ' this results in 0


It might be a good idea to test the initialization state of the Ninfa3D.dll in your main code and throw up an error respectively


Ian Thompson(Posted 2009) [#8]
@ Jim,

Hmmm, the shaders mapping demo was fixed with a small bugfix update to the DLL... check the ninfa3D forums (see http://www.mysticrealitystudio.comuv.com/forum/viewtopic.php?f=24&t=111 ).

'dll' is a global, if people want to check it, then its available to them at all times. I do realise however that checking for Nul return from the DLL load attempt is a good thing but Jim I want to keep things as close to Ninfa3D.bi as I can.

@ Matt

What is the error message you are getting with the Primitives demo?

The 60FPS maybe a limit set by your video card driver settings?

If you are still having problems, please continue to the Ninfa3D forums, as specific questions regarding the engine should be put on the official forums and not bother the BRL guys here.

As far as the demos are concerned, well I want to create Ninfa3D headers for a few languages, C# next, so if anyone wants to lend a hand converting the demos to BlitzMax each release...? This would allow me to concentrate on headers alone ;)

Official Forum -> http://www.mysticrealitystudio.comuv.com/forum/viewforum.php?f=5


Nennig(Posted 2009) [#9]
C# headers would be nice.
Visual Studio is such a nice IDE.


Ian Thompson(Posted 2009) [#10]
Small, update on the 'Body - Primitives' sample crash.

Seems this is a bug with 2.01 Archemedia, it has been reported on the Newton forums. The next Newton update should fix this.


Ian Thompson(Posted 2009) [#11]
@Nenning: C# version is available now ;)


Nennig(Posted 2009) [#12]
Wow! Thanks a lot Ian!!
I was checking this thread regularly hoping for this annoncement.

This engine is so easy to use and now we can use it with Visual Studio.
Awesome!!!


CodeGit(Posted 2009) [#13]
Ian

Thank you for the c# version.


Ian Thompson(Posted 2009) [#14]
Your very welcome guys.


SabataRH(Posted 2009) [#15]
Hi Ian Thompson,

I was unable to get an answer on the Ninfa3D forums so I was hoping you might answer here. I've followed Ninfa3D for sometime and have grown fond of it. C# wrapper is just to good to pass up. My question - does Ninfa3D have any type of framelimiting functionality? be it frametweening or delta timing? I've seen so many nice engines come out as of late but they all lack this important ability. How does Ninfa3D stand in this department?

Thanks.