GLBasic forum

Codesnippets => Inline / 3rd party => Topic started by: bigsofty on 2010-May-07

Title: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2010-May-07
GLBasic Header Update and Library Update (ver 0.111)

Get em on the blog at http://www.gl.xors3d.com

QuoteiXors3D is a very powerful engine for the iPhone.

A simple description would be "Blitz3D for the iPhone" but this would not do it justice IMHO, it goes way beyond Blitz3D in certain areas.

Have fun,


Ian
Title: Re: iXors3D for GLBasic
Post by: Marmor on 2010-May-07
not tested yet but wh00t  :D
Title: Re: iXors3D for GLBasic
Post by: codegit on 2010-May-07
I have been using iXors3d and c for the last two weeks and it rocks. This addition to GLBASIC is really cool, thanks Ian.  :enc:
Title: Re: iXors3D for GLBasic
Post by: codegit on 2010-May-07
@Ian

What version of the iXors3d lib are you using? ie: Is it a trial lib? I have the full bought version and when I tried to substitute my lib, I had problems compiling on the MAC. It might just be me being stupid, but before I try figure out what the problem is I need to know if its possible to use my version. I know from watching the iXors3d forum that the author was "tweaking" things for you along the way. Have these tweaks been included in the latest version of the bought lib?

Thanks

OOPS - Just read your documentation, please ignore my post....... :-[
Title: Re: iXors3D for GLBasic
Post by: codegit on 2010-May-07
I ran the maze example on my iTouch and it works but no movement. IE: The Accelerometer does not seem to be registering. This could be a problem on my side, but I have managed to use the Accelerometer using iXors3d and obj-c. (Strange)

Can you please confirm that the exact example above allows movement for you? Thanks
Title: Re: iXors3D for GLBasic
Post by: bigsofty on 2010-May-07
Hmmm, strange, it worked fine with me? I'll double check the listing, in case I messed it up while cleaning it up for the archive.
Title: Re: iXors3D for GLBasic
Post by: codegit on 2010-May-07
LOL - we seem to be chasing each other between forums.   :D

The importance of your work now that we have a MAC IDE looming is even greater.  :good:
Title: Re: iXors3D for GLBasic
Post by: bigsofty on 2010-May-07
LOL, so it seems!

P.S. Your not testing the new GLBasic beta James? I don't think it would make a difference but you never know.  ;/
Title: Re: iXors3D for GLBasic
Post by: codegit on 2010-May-07
No I have not yet moved to the new version. We have an ongoing project and I usually wait until the versions are stable?
Title: Re: iXors3D for GLBasic
Post by: bigsofty on 2010-May-08
This seems to have been fixed.

Can someone with an iPhone give this a test please, just to be sure?

Many thanks,


Ian
Title: Re: iXors3D for GLBasic
Post by: gregbug on 2010-May-08
Quote from: bigsofty on 2010-May-08
This seems to have been fixed.

Can someone with an iPhone give this a test please, just to be sure?

Many thanks,


Ian

wow... just tested on my iPhone 3GS work fine (solid 60FPS!)
Title: Re: iXors3D for GLBasic
Post by: bigsofty on 2010-May-08
Thanks for testing that Greg.  :good:

Cheers,


Ian
Title: Re: iXors3D for GLBasic
Post by: codegit on 2010-May-09
All working great, thanks Ian.

Now if there was some way to include the xors3d lib file and the two frameworks (coregraphics and multimedia) into the Xcode project produced by GLBASIC,  this would definitely be workable. But I suppose this can only be done by Gernot?  :(
Title: Re: iXors3D for GLBasic
Post by: bigsofty on 2010-May-09
Glad its fully working with you now James.

The Multimedia lib is used with normal GLBasic compilation should already be installed by default?

The only two to be added should be CoreGraphics and the iXors lib.

With me, at least when using a shared PC drive I add any frameworks at the beginning of the day and as long as I don't don't reload any changed files(it doesn't seem to ask) or re-open the XCode project I don't have to re-add anything till I turn the Mac off.

I did look into what files held the framework information but I did not like to mess with it at the end of the day.

It would be nice if there was a simple entry in the GLBasic project file that specified frameworks, maybe a future request?

Cheers,


Ian
Title: Re: iXors3D for GLBasic
Post by: trucidare on 2010-May-09
frameworks are set in xcodeproject file with hash. so you are not able to set it from other tools as xcode.
Title: Re: iXors3D for GLBasic
Post by: bigsofty on 2010-May-09
Yep, I saw the Hash keys in an Xcode project files and thought "I'm not touch that!"  :whistle:
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-19
Small update, see 1st post.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: codegit on 2010-Jul-20
tks Ian.  :good:
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: kaotiklabs on 2010-Jul-20
any small step-by-step of how to integrate it?

I downloaded but didn´t find an especific glbasic readme.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: mentalthink on 2010-Jul-20
HI, Kaotic you have a .txt on explain about to put the libraries on Glbasic.
it´s calles quick Ixors3D Instllation guide.

I think whit this can makes works.

Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-20
Your very welcome James.

Yep, that's the readme for the GLB install.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: kaotiklabs on 2010-Jul-20
Thanks, I don´t understand why I bypassed that file. xD
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: mentalthink on 2010-Jul-21
HI, anybody can put on the forum the _maze test , because on the web of Ian the example don´t be downloaded.
Another question is, how make to run the wrapper, I follow all the steps for run it on glbasic and always appear this error, I think something I making wrong, but I don´t kwon what.

linking:
gpc_temp0.o:gpc_temp0.cpp:(.text+0x1e): undefined reference to `_xGraphics3D'
*** FATAL ERROR - Please post this output in the forum
_______________________________________

Note: I stay trying compile for Windows, I kwon what the library is for Iphone, but anyway you have to test on PC,?¿

And another point, I have two functions on the wrapper what don´t appear in blue, own a standard function, this is normal or only occurs to me.

This wrapper is for v8 of GLasic or runs equal in v.7

Best Regards
Iván J.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-21
Hi,

I have only tried it with V7, if any one uses V8, then please post.

The maze example is no longer available, I'll update it to match the new command set soon.

I am afraid, I don't have a great amount of time for examples. I will be keeping the headers up to date though.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: mentalthink on 2010-Jul-21
Hi Ian, thanks for reply.

Well, I use v7 of glbasic but I don´t arrive to works on my Glbasic, I don´t know what happens, for try the library don´t need to buy the Xors of pay, no?¿.

I like to try this library, becasuse I think have 3D whit this quality on Iphone can be maravellous, I wait to the next update ;).

Another question Ian, can be posssible, I don´t kwon if require lot of time, to make what xors works in another platforms, in example Windows mobile and WIZ (in near future Canno), I don´t know if this is from your part or the people what made Xors.

I don´t want say to have to make, only is if it´s will can be done, i Know have to do this, is too much work.

Thanks Ian, again.

Best Regards,
Iván J.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-21
No problem Ivan.

Well I'll retest the headers later today and do a quick "hello world" example too.

iXors3D's big brother Xors3D, is available for Windows. It's syntactically similar to iXors, so coverting the code to run on Windows is a definate possibility.

As far as, other platforms are concerned I would advise posting a request on the Xors3D forum.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: mentalthink on 2010-Jul-21
HI Ian, thank, but don´t care, I don´t have too much hurry.
Make the "hello world", when you can, I don´t want opress whit this theme.

Anyway thanks for your support.

Best Regards,
Iván J

NOTE:Sorry for my english I´m using  babylon and I don´t know if some words can be go to confussion. (opress)
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-22
Hi Ivan,

Your English is working out fine, if I get confused I'll let you know. ;)

Looks like a no go for tonight. I recently updated to iOS 4 and now my provisioning profiles are not working. I have to download the latest SDK I think, this will take a while (2 Gig!).

I'll re-try tomorrow,

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: Kitty Hello on 2010-Jul-22
Not being able to code for 4.0 with a 3.2 SDK that deploys to 3.0 is a PITA! Really, why oh why must I always upgrade everything just to "quickly" test an App...
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-24
Sorry its a little late Ivan but here you go.

Cheers,


Ian

Code (glbasic) Select
// Small example.

GLOBAL md2%
GLOBAL camera%, light%, font%, tex2%, tex3%, floor%
GLOBAL player_type%=1
GLOBAL scene_type%=2
DIM z%[1]

// we need TO see things AND be able TO move around IN the world
xGraphics3D(1)
font = xLoadFont("Media/Tahoma22")
tex2 = xLoadTexture("Media/wall.jpg",FLAGS_MIPMAPPED%)
tex3 = xLoadTexture("Media/model/dragon.bmp",FLAGS_MIPMAPPED%)
md2% = xLoadAnimMesh("Media/model/dragon.md2", 0)

// Set the font
xSetFont(font)

// create the ground
floor=xCreateCube(0)
xScaleEntity(floor,50,1,50,0)
xPositionEntity(floor,50,-4,50,0)
xEntityColor(floor,255,255,255)
xScaleTexture(tex2,10,10)
xEntityTexture(floor,tex2,0,0)
xEntityType(floor,scene_type,FALSE)

// create player POV
camera%=xCreateCamera(0)
xPositionEntity(camera%,80,80,80,0)
xCameraRange(camera%,.1,500)
xEntityRadius(camera%,2,5)
xEntityType(camera%,player_type,FALSE)
xCameraClsMode( camera, FALSE, TRUE )

// Turn on Tilt
xEnableAccelerometer(TRUE)

// TO make things a wee bit brighter, though we can use AmbientLight, AS well
light%=xCreateLight(0,0)

// set up our collisions
xCollisions(player_type,scene_type,2,2)

// Setup MD2
xEntityTexture(md2,tex3,0,0)
xAnimate(md2%,ANIMATION_LOOP%,1,0,1)
xScaleEntity(md2%,0.5,0.5,0.5,0)
xPositionEntity(md2%,50,10,50,0)

WHILE 1=1
xClsColor( ABS(SIN(GETTIMERALL()/100))*255, ABS(SIN(GETTIMERALL()/300))*255, ABS(SIN(GETTIMERALL()/600))*255 )
xCls()

xTranslateEntity(camera%,0,-1,0) // a little bit of gravity FOR us
// Tilt move
IF xGravitationY() > -0.20 THEN xMoveEntity(camera,0,0,-.2,0)
IF xGravitationY() < -0.40 THEN xMoveEntity(camera,0,0,0.1,0)
IF xGravitationX() < -0.20 THEN xTurnEntity(camera,0,1,0,0)
IF xGravitationX() > 0.20 THEN xTurnEntity(camera,0,-1,0,0)
//    xTurnEntity(camera,0,xTouchX(0)-xTouchPrevX(0),0,0) // Touch turn?

xUpdateWorld(1)
xRenderWorld()
xText(0,0,"FPS:"+xFPSCounter(),FALSE,FALSE)
xFlip()
WEND


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Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: codegit on 2010-Jul-24
Hi Ian

Have you tried anything with Physics? I get compile error when using iXors3d with C and the physic functions. I have not yet had a chance to try this with your header as my logic says that if I cannot getting it working with xCode and c then this will also have problems.  :(
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: mentalthink on 2010-Jul-24
HI Ian, excuseme for not write before.
Now I probe your application on my Iphone and works very well, it´s amazing and it´s a great value for Glbasic, can be done things in 3D for me is very insteresant.

I have a couple of questions, one I think is a silliness, but i´m not sure:

1º If I can test the 3d in GLbasic, but whit standard compiling, in this case Windows, it´s can be do, because I goes crazy for made this, or the mode of use of this library, is make the code in windows and text on iphone every time what I update the code for make the tests.

2ª Excuse me about this question but, whit the .gbal of ixors, I need to buy the ixors from the web, because I don´t watch any whatermark on your example, I think waht have to buy, but if not appears, whatermarks or is fully functional, I supposed if for themes of legalety of the library.

Since Ian, thanks for this AMAZING complement for GLbasic, I think go to be amused and fun a lot of time, whit this super-usefull library.

Best Regards Iván J.

Anything you need , make me know.

Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-24
Hi James,

Well, it compiles in GLBasic, well the header checks out with the lib at least. Are you sure you are using the latest lib (.a)?

I will check out the physics as soon as time allows.

Hi Ivan,

Well syntactically iXors3D and Xors3D are almost identical, so I would imagine that you could write your game using Xors and then recompile, with a few alterations, for iXors. You would of course need a set of GLBasic headers for Xors too. Oh, and also restrict yourself to the commands that are available in both libraries... Xors has a few extra commands when compared to iXors.

The lib off of my blog does not seem to have a watermark but it IS time limited, so after a while it just stops.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-26
James,

I converted the Obj-C iPhone physics demo to GLBasic. It seems to be working fine.

I'll post the code tomorrow, after its been tidied up, here. Too tired tonight.

Cheers,


Ian 
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Jul-26
OK, here is the 'Smash The Wall' physics demo.

Things to note...

The frustum clipping is broken, its a bug, its stuck on portrait, so in landscape, things get clipped a bit short horizontally. This has already been fixed but not upload to the users yet.

The 'DIM z%[1]' is necessary to allow the GLB graphics engine to kick-in/initialise, as its the first command. So its function is not to create a variable but to 'wake' up GLBasic for iXors3D to take over later.

I had trouble with iOS 4.0, this may be a problem with GLB or iXors. Any ways, I set "Base SDK" and "iPhone OS Deployment Target" to 3.2 in the project settings and everything works fine.

Have fun,


Ian


Code (glbasic) Select
GLOBAL light%
// camera entity
GLOBAL mainCamera% = 0;
// ground entity
GLOBAL ground%     = 0;
// control images
GLOBAL control%    = 0;
GLOBAL fire%       = 0;

GLOBAL wallTexture%
GLOBAL grass%

DIM z%[1]

init()

WHILE 1=1
drawView()
xUpdateWorld(1)
xRenderWorld()
xDrawImage(control%, 190, 190, 0)
xDrawImage(fire%, 5, 270, 0)
xText(0,0,"FPS:"+xFPSCounter(),FALSE,FALSE)
xFlip()
WEND

// initialize engine
FUNCTION init:
xGraphics3D(1)
light%=xCreateLight(0,0)
// create camera
mainCamera% = xCreateCamera(0);
xPositionEntity(mainCamera%, 0.0, 50.0, 50.0, FALSE)
xRotateEntity(mainCamera%, -45.0, 0.0, 0.0, FALSE)
// create ground
ground% = xCreateCube(0);
xScaleEntity(ground%, 100.0, 0.1, 100.0, FALSE)
xEntityAddBoxShape(ground%, 0.0, 0.0, 0.0, 0.0);
grass% = xLoadTexture("Media/grass.png", 1 + 8)
xEntityTexture(ground%, grass%, 0, 0)
xFreeTexture(grass%)
// create wall
wallTexture% = xLoadTexture("Media/logo.png", 1 + 8)
GLOBAL wallSize% = 6
GLOBAL cube%
FOR y% = 0 TO wallSize% - 1
FOR x% = 0 TO wallSize% - 1
cube% = xCreateCube(0)
xPositionEntity(cube%, (x - wallSize% / 2) * 2.0, 1.1 + y * 2.0, 0.0, FALSE)
xEntityTexture(cube%, wallTexture%, 0, 0)
xEntityAddBoxShape(cube%, 1.0, 0.0, 0.0, 0.0)
NEXT
NEXT
// load default font
xSetFont(xLoadFont("Media/Tahoma22"))
// load control images
control% = xLoadImage("Media/control.png");
fire%    = xLoadImage("Media/fire.png");
ENDFUNCTION


// checks if button prssed
FUNCTION InButton: x%, y%, cx%, cy%, radii%
x = x - cx
y = y - cy
RETURN (ABS(SQR(x * x + y * y)) <= radii)
ENDFUNCTION

// shoot sphere to wall
FUNCTION ShootSphere:
LOCAL sphere% = xCreateSphere(8, 0)
xPositionEntity(sphere%, xEntityX(mainCamera%, TRUE), xEntityY(mainCamera%, TRUE), xEntityZ(mainCamera%, TRUE), FALSE)
xTFormNormal(0.0, 0.0, -1.0, mainCamera%, 0)
xEntityAddSphereShape(sphere, 1.0, 0.0)
xEntityApplyCentralImpulse(sphere%, xTFormedX() * 100.0, xTFormedY() * 100.0, xTFormedZ() * 100.0)
xEntityColor(sphere%, 120, 0, 0)
ENDFUNCTION


FUNCTION drawView:

// Background
xClsColor( ABS(SIN(GETTIMERALL()/100))*255, ABS(SIN(GETTIMERALL()/300))*255, ABS(SIN(GETTIMERALL()/600))*255 )
xCls()

// camera controll
LOCAL radii% = 24;
LOCAL fcx%   = 70 + 190
LOCAL fcy%   = 28 + 190
LOCAL bcx%   = 70 + 190
LOCAL bcy%   = 98 + 190
LOCAL lcx%   = 35 + 190
LOCAL lcy%   = 62 + 190
LOCAL rcx%   = 104 + 190
LOCAL rcy%   = 62 + 190
LOCAL tlcx%  = 182 + 190
LOCAL tlcy%  = 62 + 190
LOCAL trcx%  = 252 + 190
LOCAL trcy%  = 62 + 190
LOCAL tucx%  = 218 + 190
LOCAL tucy%  = 28 + 190
LOCAL tdcx%  = 218 + 190
LOCAL tdcy%  = 98 + 190

FOR i = 0 TO xCountTouches()
IF (xTouchPhase(i) > 0)
// forward
IF (InButton(xTouchX(i), xTouchY(i), fcx,  fcy,  radii)) THEN xMoveEntity(mainCamera%,  0.0,  0.0, -1.0, FALSE)
// backward
IF (InButton(xTouchX(i), xTouchY(i), bcx,  bcy,  radii)) THEN xMoveEntity(mainCamera%,  0.0,  0.0,  1.0, FALSE)
// left
IF (InButton(xTouchX(i), xTouchY(i), lcx,  lcy,  radii)) THEN xMoveEntity(mainCamera%, -1.0,  0.0,  0.0, FALSE)
// right
IF (InButton(xTouchX(i), xTouchY(i), rcx,  rcy,  radii)) THEN xMoveEntity(mainCamera%,  1.0,  0.0,  0.0, FALSE)
// turn left
IF (InButton(xTouchX(i), xTouchY(i), tlcx, tlcy, radii)) THEN xTurnEntity(mainCamera%,  0.0, -1.0,  0.0, TRUE)
// turn right
IF (InButton(xTouchX(i), xTouchY(i), trcx, trcy, radii)) THEN xTurnEntity(mainCamera%,  0.0,  1.0,  0.0, TRUE)
// turn up
IF (InButton(xTouchX(i), xTouchY(i), tucx, tucy, radii)) THEN xTurnEntity(mainCamera%,  1.0,  0.0,  0.0, TRUE)
// turn down
IF (InButton(xTouchX(i), xTouchY(i), tdcx, tdcy, radii)) THEN xTurnEntity(mainCamera%, -1.0,  0.0,  0.0, TRUE)
// fire button
IF ((InButton(xTouchX(i), xTouchY(i), 29, 294, 24)) AND (xTouchPhase(i) = TOUCH_BEGAN%)) THEN ShootSphere()
ENDIF
NEXT

ENDFUNCTION




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Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: Ian Price on 2010-Aug-19
QuoteI think we can safely ignore this last message as spam...
I've removed several from the same member already today. I'll remove this one too :)
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.95)
Post by: bigsofty on 2010-Aug-19
Updated to 0.111, see 1st post please.

The physics demo above is pretty slow, the physics lib is still being worked on and I have been informed that it should not be used till its more optimised for the iPhone platform.

Still, Box2D was added in this update!  ;)

I'll try and rustle up a Box2D demo when time permits.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: codegit on 2010-Aug-20
Ian, cool. Thanks for the speedy updates, much appreciated.  8)
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2010-Aug-20
NP James, I am glad you can make use of it.  ;)

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2010-Sep-24
Sorry, no updates for the last month, been dealing with a health problem, will update it for sure of the next couple of days.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: aonyn on 2010-Oct-15
Hi Ian (or anyone who knows the answer)

I have written an app using my partially complete xors3d header.
Now I want to try and convert it to you ixors3d header and compile for iphone, but I am not entirely clear how to setup ixors3d for glbasic.

I did see an earlier post in this thread, referring to a txt file which explains the setup, but alas, I cannot find the file. It appears the 7z file with your header only has the gbas file, there are no other files extracting.

Where may I find these instructions, or a brief rundown in a post here I would greatly appreciate.

Thanks in advance,
Dave
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2010-Oct-18
Hi,

Sorry for the slow reply, can you tell me if you have the full iXors version or the trial? I will build a new header and bundle the installation instructions with you required version.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: aonyn on 2010-Oct-18
Hi Ian,

Thank you very much for your help.  :booze:
I purchased the indie bundle, so I have full license for xors3d and ixors3d.

regards,
Dave
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2010-Oct-18
No problem Dave, I'll get the latest headers and convert them tonight or tomorrow at the latest.

Cheers,


Ian
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: Betlheem on 2015-Mar-22
Just curious. The link is dead, there is any other way to get the ixors3d for glbasic? And... is iphone exclusive or could be android cpmpatible too??
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2015-Mar-22
Unfortunately iXors is dead. Unfortunately some guy took over the iXors website after the coder left, turning the whole thing into a big scam, selling a dead product with promises of new 'soon to come' features which never existed. Real sad how things turned out in the end... "dead as a door nail", as they say.  :S
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: mentalthink on 2015-Mar-23
I rebenber this port and was awesome, with this can do very god 3D in GLbasic, the problem was you have to pay a license, and another point never appears for Android, I think!!!

Really sad read you post BigaSofty I think this library can be like a puzzle piece for get a good and easy 3d in GLBasic...  :'( :'( thanks for the info.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: Betlheem on 2015-Mar-23
Asking around, I just found this: https://github.com/vadya53/ixor3d
Seems the source code to me, but not a clue if it´s the demo or the full stuff.

Any brave man with enough free time to test it? :P
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2015-Mar-23
Yup I noticed this some time back, it would need converted from Objective C back to C++. Quite a big job, my biggest worry is that its, for all intents and purposes, dead, development wise. This would need to be taken on as an engine to be developed not just converted. Also, the license is a little vague, as it was obviously meant to be sold by the original Xors3D guys and its not PD/MIT etc. IF you could get a hold of Nightmare, the original dev.,  then maybe this could be sorted out?
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: Betlheem on 2015-Mar-24
Quote from: bigsofty on 2015-Mar-23
Also, the license is a little vague, as it was obviously meant to be sold by the original Xors3D guys and its not PD/MIT etc. IF you could get a hold of Nightmare, the original dev.,  then maybe this could be sorted out?

You´re right. Code is for the demo version and yet not a full engine. And then, the license troubles (my sources tell me it´s an impossible deal). Let it go for the best.

But! What about this? : https://github.com/Relfos/TERRA-Engine
Apache licensed, full engine, cpp headers, ios/android/OUYA/win/linux/OSX targets.
Seems to me easier to import than Urho3D. I´ve testing it on Lazarus for some weeks now and works really well.
Some examples using this engine:
android: https://www.youtube.com/watch?v=o5yvRdELkCY
ios: https://www.youtube.com/watch?v=084ETmUQJKw
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2015-Mar-27
Sorry for the slow reply, my Net provider pulled the rug from under my feet.  :rant:

I've got to admit the Terra engine looks great, it has mobile ad API support and even Steam API support.

There is no documentation though and its objective pascal based(with a C header though).

Really impressive work for one guy.

Nice find!  :good:
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: mentalthink on 2015-Mar-27
but I read it's OpenGLES not OpenGLES2 ins't?¿... then we have practically the same quality in render...
Thanks Behtlem I will test in Lazarus...
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: Betlheem on 2015-Mar-27
Quote from: bigsofty on 2015-Mar-27
There is no documentation though and its objective pascal based(with a C header though).

Really impressive work for one guy.

Nice find!  :good:

Last week the author said to me he is working in the documentation and will be avaliable in a few weeks (how many didn´t say). He is also working in a specific cross-compiler IDE to avoid the trouble of configuring FPC/Lazarus for mobile platforms. Few months for that.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: Betlheem on 2015-Mar-27
Quote from: mentalthink on 2015-Mar-27
but I read it's OpenGLES not OpenGLES2 ins't?¿... then we have practically the same quality in render...

If you want state of the art graphic power, you should try babylon.js.  There is even Haxe ports like https://github.com/vujadin/BabylonHx.
Haxe is not actually my thing, but if you like having nightmares while awake :noggin: there is even Haxe ports of the Gameplay3D engine: http://lib.haxe.org/p/Hx-Gameplay

Or you can simply go Unity. Now is full free, just a splash screen, no watermarks. But yet, not a language.
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: mentalthink on 2015-Mar-27
Thanks Bethlem just I remind this library... Three.js, it's really easy to use, in youtube you can find a course about it... in fact the course it's done for a very clever guy works in Autodesk, I think in it's leader in the Autocad Team ... wrote some books in 3d from the early times about 3d with machines...


I find this, I think it's the same but in C++ , the graphics can do this library are awesome, like Xbox into the browser (JS version)... I don't sure but compiling in Html5 I think the native Java Script library have to works...

https://github.com/jdduke/three_cpp

Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: Betlheem on 2015-Mar-27
If you are going down that path, you should try this: https://software.intel.com/es-es/html5/tools  :P
Title: Re: [Released] iXors3D Header Update and Library Update (ver 0.111)
Post by: bigsofty on 2015-Mar-27
I'm pretty sure it supports GLES2 somehwere.