Ogre3D for BlitzMax (continued)

BlitzMax Forums/BlitzMax Programming/Ogre3D for BlitzMax (continued)

BlitzSupport(Posted 2010) [#1]
Continued from original thread.

Last quote from bruZard, 29 Aug 2010:


Linux Pre-Release:

You need the libs from the following package in /usr/local/lib

http://www.colorflow.de/pub/bo3d/bo3D.linux.libs.tar.gz

and the mod in /BlitzMax/mod

http://www.colorflow.de/pub/bo3d/sedm.mod.tar.gz



(Great stuff, bruZard!)


markcw(Posted 2010) [#2]
Any idea how long before you port it to Mac?


bruZard(Posted 2010) [#3]
without a Mac? Funny!


markcw(Posted 2010) [#4]
Are you too poor to buy a secondhand macbook on ebay for about 500 deutschmark?


Naughty Alien(Posted 2010) [#5]
:)


Tachyon(Posted 2010) [#6]
Maybe someone with a Mac and a knowledge of C could take over the Mac port for him so he could continue work on it.

All these posts are testament to how anxious we all are for a usable "Blitz3D-like" 3D engine within BlitzMax. Mark needs to officially endorse this project and it needs to be organized in such a way that if bruZard can't continue it, others can.

Personally, I would gladly help financially support this project if it would guarantee its continued development.


ziggy(Posted 2010) [#7]
Or maybe someone could buy him a Mac :D


markcw(Posted 2010) [#8]
I will pay for the keyboard. :)


Leon Drake(Posted 2010) [#9]
bruzard could die from brain trama if he buys a macbook. i hurd they cause aneurysms


Corum(Posted 2010) [#10]
Hackintosh is the way. :P


bruZard(Posted 2010) [#11]
i dont think that i buy a mac _for you_ ;)

MacOS is "unixoid", i think you can build the libs with XCode. In the module just add "?macos" to list of libs.


Roger(Posted 2010) [#12]
Hi Bruzzard

Happy to look at getting the Linux version going on OSX, but that will require access to the source.

SVN is the older r50 stuff, but your last email indicates the source for this linux version is available somewhere, is it available?

Regards,

Roger.


bruZard(Posted 2010) [#13]
the source is included. Get the archive from the first post.


Steffenk(Posted 2010) [#14]
when can we expect to see Ogre 1.7 terrain in your wrapper?

Or maybe any instructions on how to add it by myself?


slenkar(Posted 2010) [#15]
i was going to recommend triskell3d.org but its down


Grafos(Posted 2010) [#16]
Hopefully it's a temporary thing. I was wondering if bruzard and the triskell guys considered working together, both projects started roughly at the same time (just wondering, I fully respect and understand if any of the two would rather work alone/with their selection of collaborators).


SabataRH(Posted 2010) [#17]
These blitz ogre engines always seem to get out to a great start then when they are almost to a useable state the authors abandon them. Not saying thats the case with the two engines mentioned above, but i wouldn't hold my breath.


bruZard(Posted 2010) [#18]
don't cry, nothing is abandoned. atm i'm very busy but the next update will be come


SabataRH(Posted 2010) [#19]
Not saying thats the case with the two engines mentioned above


and i'd never cry over something as feeble as a blitz/ogre wrapper..

all the best with this wrapper.

Last edited 2010


bruZard(Posted 2011) [#20]
spoiler: the next release is not far away.


Leon Drake(Posted 2011) [#21]
orly?


Richard Betson(Posted 2011) [#22]
I await the next release!:)

L8r,


bruZard(Posted 2011) [#23]
currently no news in english language, but maybe you can (with the help of the google god) read my updates in the german forums worklogs: http://www.blitzforum.de/worklogs/226/

i'll post some english news soon.


Ferret(Posted 2011) [#24]
Looks promising, ive been looking for another engine i can use with Blitz Arena.

What options are there for a gui, can i use 2d over 3d or do i need to use sprites/quads?


Ferret(Posted 2011) [#25]
Is there any documentation for the B3D version?
Or more examples, i'm using Ogre3D_for_Blitz3D_r50.

What is a panel?

Last edited 2011


bruZard(Posted 2011) [#26]
r50 is outdated. there is no actual version in the svn. The latest archiv for blitzmax is here: http://bo3d.sedm.de/downloads/bogre.mod.0.231.zip

a panel is a container for overlay elements. actually you can put images or textareas in a panel.

take a look at the example from the archive and you can see how panels work.

the b3d version works similar to the blitzmax version: http://bo3d.sedm.de/downloads/bogre.b3d.0.23.zip


Ferret(Posted 2011) [#27]
Ecxactly what i need, i found the commands.html and the B3D example shows panels.

Thx for the informative and helpfull reply ;)


Ferret(Posted 2011) [#28]
bogre.b3d.0.23 seems to have less features???
Ogre3D_for_Blitz3D_r50 had physics, shadows and a skybox command that loads a material.

bogre.b3d.0.23 gives me a black screen in debug mode using Ideal, compiling a exe works.

Any info on animating and scaling a mesh?

Last edited 2011


bruZard(Posted 2011) [#29]
this is a complete new implementation. less bugs, less memleaks etc. All the nice stuff will be new implemented with further versions.


Ferret(Posted 2011) [#30]
Ok, thx.
Ill be waiting patiently on all the nice stuff :)


Leon Drake(Posted 2011) [#31]
dang you know that unreal T3d importer i wrote in the code archives would go great with blitz arena.


bruZard(Posted 2011) [#32]
new in v0.25 : VertexColor() and VertexNormal(). AddVertex() now takes the additional parameters u, v and w for texturecoordinates.



v0.25 for BlitzMax (ca. 200kb) http://bo3d.sedm.de/downloads/bogre.mod.0.25.zip

this is just an update, you need 0.22 for this: http://bo3d.sedm.de/downloads/bogre.mod.0.22.zip

Last edited 2011


bruZard(Posted 2011) [#33]
v0.26 -> http://bo3d.sedm.de/downloads/bogre.mod.0.26.zip

You can now use gamepads or joysticks.


K@li(Posted 2011) [#34]
hello

how to install on blitzmax ?

(win version)

thx


bruZard(Posted 2011) [#35]
extract 0.22 to \BlitzMax\mod\ . it should look like this: mod\sedm.mod\bogre.mod

then copy the latest update into the bogre.mod folder


K@li(Posted 2011) [#36]
the program can't start because MSVCP100D.dll is missing from your computer. Try reinstalling the program to fix this problem.


K@li(Posted 2011) [#37]
have you not simply a support page ?

strange....


bruZard(Posted 2011) [#38]
you need the vc2010 runtimes: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en

this Ogre3D Wrapper is experimental and at this time not usefull. This thread should documentate the way to a productive wrapper.


K@li(Posted 2011) [#39]
ok thanks, but i got the same error.

i stop the adventure here.

(no more support, i experienced large deception with flow3d : many times absorbed to learn the code and then : ciao gogos !!)





good luck


witch(Posted 2011) [#40]
true, installing vcredist_x86.exe don't work, same error while compile, but example.exe works

system: x86 xp sp3

following files needed in example folder to compile

msvcp100d.dll
msvcr100d.dll

following files are in the folder but not needed

msvcp100.dll
msvcr100.dll

following warnings at compiling the example

Warning: .drectve `-aligncomm:"_stdin_",2 ' unrecognized
Warning: .drectve `-aligncomm:"_stdout_",2 ' unrecognized
Warning: .drectve `-aligncomm:"_stderr_",2' unrecognized
Warning: .drectve `-aligncomm:"_bbGCStackTop",2 ' unrecognized
Warning: .drectve `-aligncomm:"__bbusew",2' unrecognized
Warning: .drectve `-aligncomm:"__bbNeedsLock",2 ' unrecognized
Warning: .drectve `-aligncomm:"__bbLock",2' unrecognized

compile works, but on close program give message "compile error" "yes"

it's a bit annoying the make it run, but i think you will go on to create. i now will begin to test a bit and port some work to max. i think dx is not the intension switching to ogre.

ps:

could be that my english is horrible, should it be, sry
hmm so mush red lines curious


Hotshot2005(Posted 2012) [#41]
Have you stop support them? :(


Hardcoal(Posted 2013) [#42]
is ogre3d for blitzmax still alive
any link for the module?


bruZard(Posted 2013) [#43]
it's still alive ... i'll post a new version asap.


Hotshot2005(Posted 2013) [#44]
YAY He Back!!! :D


bruZard(Posted 2013) [#45]
Github: https://github.com/bruZard/bo3d (incl. C++ Source)
what's done yet? : http://bo3d.colorflow.de/
compiled DLL's: http://bo3d.colorflow.de/ogre/example.zip

That is a complete restart.
The idea to wrap the complete functionality of ogre3d is a little bit to big for a single lifetime ...


Kryzon(Posted 2013) [#46]
That's a cool to-do list you got on your website.
Glad to hear you're back to it; Seems there's lots of work left.

I thought you were set on using AdamRedwoods's Monkey port of MiniB3D. Were you considering working on it, instead of your Ogre wrapper?


bruZard(Posted 2013) [#47]
miniB3D is far away from Ogre like the Sun from Earth

Ogre3D is for high quality 3D visuals ... monkey3D is for "hope i can use 3d for mobiles"


Ravl(Posted 2013) [#48]
question:
I tried to run the example but I received the error:


C:/BlitzMax/bin/ld.exe: cannot find C:/BlitzMax/mod/sedm.mod/bo3d.mod/bo3d.lib

and I tried to 'build' the module from BLide and I receive:

►sedm.bo3d was scheduled to next iteration
Compile Error: File 'C:/BlitzMax/mod/sedm.mod/bo3d.mod/bo3d.lib' not found
[C:/BlitzMax/mod/sedm.mod/bo3d.mod/bo3d.bmx;13;18]
Build Error: failed to compile C:/BlitzMax/mod/sedm.mod/bo3d.mod/bo3d.bmx
►►►►sedm.bo3d was not built. See error information on latest attempt.


bruZard(Posted 2013) [#49]
that's nothing "run out of the box" like Blitz3D ... get the DLL's and Libs from http://bo3d.colorflow.de/ogre/example.zip


Ravl(Posted 2013) [#50]
same error when compiling:
C:/BlitzMax/bin/ld.exe: cannot find C:/BlitzMax/mod/sedm.mod/bo3d.mod/bo3d.lib


bruZard(Posted 2013) [#51]
sorry! the libs: http://bo3d.colorflow.de/download/bo3d.mod.zip


Ravl(Posted 2013) [#52]
worked now.

the only issue is that the ogrehead it's only a .. plane?


bruZard(Posted 2013) [#53]
Oh, i've upload the false example. Try this:
Framework sedm.bo3d
Import brl.random

WinTitle("bo3D 0.18")
AntiAlias(16)

Graphics3D(1024)
cam = CreateCamera()
CameraClsColor(cam, 90, 60, 30)

ogre = LoadMesh("media\ogrehead.mesh")
PositionEntity(cam, 0.0, 0.0, -100.0)

l = CreateLight(2)
PositionEntity(l, -100, 100, -100)

Repeat		
	TurnEntity(ogre, 0, 0.01, 0)
	RenderWorld
	
	If MouseZSpeed() Then Exit
Until MouseHit()

EndGraphics3D



Ravl(Posted 2013) [#54]
it worked now!

nice work! i am looking for a 3d framework (not very complex) to make a little 3D game in the future. hope i will use this one :D


Hardcoal(Posted 2013) [#55]
does it included physics as well like xors3d does?


bruZard(Posted 2013) [#56]
yes


Hardcoal(Posted 2013) [#57]
In that case thats great news


Hardcoal(Posted 2013) [#58]
About newton physics
I used to use it

but i would like to know.
does it use hardware acceleration like physx does?

If not then its a disadvantage


bruZard(Posted 2013) [#59]
i use Bullet, it has acceleration via OpenCL


BLaBZ(Posted 2014) [#60]
Anyone know the status on this?