Author Topic: Improving Glbasic with GODOT Engine?¿  (Read 3759 times)

Offline mentalthink

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Hi guys I'm learning bit a bit Godot Engine (very good engine) and a very good point it's free, have a Mit License, and I think any one can use the engine like he wants---modify or do anything with it.

I don't thinked to just this moment... but implement this with GLbasic?¿ (It's C++ and the compiler used it's Gcc) , it's very documented and the git-hub have all the C++ and headers (.h) for download.

Only I leave the "idea", I don't have skills (for now  =D) , but sometimes we spoken about put another engines in Glbasic, perhaps Godot can be a very good choice... and another good point, it's an engine just appears in the scene this January...

**Another idea perhaps is use Blender, I compiled Blender in Linux with CodeBlocks and it's really easy, in Windows it's a hell, see the code and do things whit it can't be complex for a C++ coder.

I say this only for advice , not for make pressure in the 3D GLbasic programming... ok?¿  :good:


Offline erico

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #1 on: 2015-Mar-08 »
The engine also can output to the major platforms GLB works, so it seems nice so far.

Offline Betlheem

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #2 on: 2015-Mar-09 »
I´been trying Godot for just a few months and despite it is a good engine, is a little bit slow on mobile platforms. I mean, if you have a hig-end phone terminal/ tablet, it runs smoothly. But if you try some of its 3D features in a GPU Mali-400 family, it sucks. Sucks hard.

I´m looking now in the Lazarus ecosystem. Yep, it´s pascal and then glbasic incompatible, but still a few quite interesting things being done around.

Offline mentalthink

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #3 on: 2015-Mar-09 »
I don't use Lazarus, I have installed in Ubuntu and really it's cool all the things can do.

Are you test Shiva3D, Bethlem, I think it's the better choice for don't use Unity, but really the Developers are a bit Slow, I bought the license more than 1 1/2 and today I'm waiting the version 2 , for Linux... Ok 1.9.2 it's totally working but don't runs on Wine.  :rant:  , in Virtual Machine or VmWare works fine if you don't share excesive memory to VideoCard , now Virtual and Vmware  leave put the amount of videomemory you wants... 1Gb VmWare and 256Mb Virtual Box... (using dual-Head)

Offline mentalthink

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #4 on: 2015-Mar-09 »
Bethlem perhaps the slow speed in Godot was beacuse they used LUA for scripting... now they are using .GD based on python, they say now it's a lot of faster than when Godot uses LUA....

I

Offline Betlheem

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #5 on: 2015-Mar-10 »
Are you test Shiva3D, Bethlem, I think it's the better choice for don't use Unity,

I test the trial version two years ago or so. Good ideas, poor implementation, imho. Never touch it again since that, sorry.

Offline Betlheem

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ui
« Reply #6 on: 2015-Mar-21 »
What about Urho3D instead Gogot? It is free open source multiplatform and supplies the full cpp code for dinamic and static libraries. It targets Win/OSx/Android/Linux/iOS/Rapsberry.
Looks a good candidate to me for growing GLBasic on steroids.  :D

http://urho3d.github.io/

Offline Schranz0r

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #7 on: 2015-Mar-21 »
GLBasic need a "PowerUp", this is a good point to improve it...
I <3 DGArray's :D

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Offline mentalthink

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #8 on: 2015-Mar-21 »
Just I see Urho some days ago, and I think can be a very good candidate, I don't know about compile for iPhone and android, but like sais Bhetlem can be a very good candidate...

I touch another very interesting (I think sometimes someone speak about it) "3DGamePlay engine", again OpenSource but in this case I think don't works on iPhone... C++ and the API it's easy...

How said Schranz0r , I think this it's the point on GLBasic have to get somework, can do 3d with good cuality in GLBasic can be a Quantum Leap, at least for me...


Offline bigsofty

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #9 on: 2015-Mar-21 »
Another option is OpenB3D, which I coverted awhile back... http://www.glbasic.com/forum/index.php?topic=6982.msg56815#msg56815

Since then, AFAIK, OpenB3D has had quite a bit of development since then, so it would bring more to the table.

Cheers,

Ian.

“It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration.”
(E. W. Dijkstra)

Offline erico

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #10 on: 2015-Mar-21 »
Heck Bigsofty, I have been intending to give that a shot for a long time.
It was nice work you did! :good:

Offline bigsofty

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #11 on: 2015-Mar-22 »
Thank Erico!  :-[

Just been looking up the OpenB3D Sourceforge website. It has come on great, it can handle MD2's(some .X, 3DS), has bone manipulation, shaders, voxels, shadows, meta-balls etc BUT there's a big problem, the author has changed the source license to LGPLv2, which basically means that anything that it is used with, at a source level, needs to be opensourced. So, this means that you cant even statically link it. You could move it in a DLL but tight integration with GLBasics source or even trying to statically link it at compile time is out of the window for mobile platforms(as you cant use dynamically allocated libraries on some mobile platforms). Anything it uses should be opensource only. meh.

I'll try to contact the author and see if he'll MIT it or something similar.

Cheers,

Ian.

“It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration.”
(E. W. Dijkstra)

Offline erico

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #12 on: 2015-Mar-22 »
oh man, anyways, super effort from your side. :good:

I never did anything 3d with glb as of yet but a run on some tests of my own and with others on the board.
As it is, I´m sure it is capable of kicking a great 3d game. Specially with baked surfaces.

Not so long ago, people pushed a 3d minecraft isometric demo.
Yesterday I came across this:
http://www.oskarstalberg.com/game/house/Index.html

I see no reason what was done here before could not match on go over that.
I´m being of topic, sorry.

Offline Betlheem

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #13 on: 2015-Mar-22 »
Another option is OpenB3D, which I coverted awhile back... http://www.glbasic.com/forum/index.php?topic=6982.msg56815#msg56815

Since then, AFAIK, OpenB3D has had quite a bit of development since then, so it would bring more to the table.

Since Blitz3D became open source, there are some interesting aproaches coming around. Hybrid/Blitz Hardwired is an example: a port for DX9-11 of the blitz3d sintax/compiler, adding shadows, physics, etc... Yep, win only, but likewise is being port for DX9-11, should be for OpenGL. A lot of work sure it is.

Another aproach will be irrlicht (i´m a little bit of a hater xD), but Urho is way ahead: shadows, physics, skeletal animation, and all advanced shit integrated in one place for good. Is the best free option I found, and I´ve been looking a while now. :P

Offline Betlheem

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Re: Improving Glbasic with GODOT Engine?¿
« Reply #14 on: 2015-Mar-22 »
Since Blitz3D became open source, there are some interesting aproaches coming around. Hybrid/Blitz Hardwired is an example: a port for DX9-11 of the blitz3d sintax/compiler, adding shadows, physics, etc... Yep, win only, but likewise is being port for DX9-11, should be for OpenGL. A lot of work sure it is.

Correcting myself. There is yet a Blitz3D opengl port -ish: https://github.com/Leushenko/bOGL-2