GLBasic forum

Main forum => Off Topic => Topic started by: Marmor on 2013-Apr-08

Title: urho3d..
Post by: Marmor on 2013-Apr-08
is this for us ?
what do you think ?  :whistle:
Title: Re: urho3d..
Post by: erico on 2013-Apr-08
I wonder how long have they been on the road?! 8)
Title: Re: urho3d..
Post by: bigsofty on 2013-Apr-08
I would love to see this in GLBasic, it has some stunning features.
Title: Re: urho3d..
Post by: mentalthink on 2013-Apr-08
Guya I have an Idea, beacuse don't make between us some port of this?¿, I think for a only one guy can be very hard work, but for 3, 4 or 5 Machos-Men  =D like us, this it's nothing...

I glad to make something like this if anyone explain whit a couple of funcions how make the port, I like a lot make this, between the weekends perhaps in a couple of months we have done...

Think about it
Title: Re: urho3d..
Post by: erico on 2013-Apr-08
I like the open asset import library it uses...it supports LWO and LWS and many others :good:
Title: Re: urho3d..
Post by: Marmor on 2013-Apr-08
awaiting kitty's statement !
Title: Re: urho3d..
Post by: Schranz0r on 2013-Apr-08
Quote from: Marmor on 2013-Apr-08
awaiting kitty's statement !

Realy?! :D
Title: Re: urho3d..
Post by: Marmor on 2013-Apr-08
 nein das stimmt!
Title: Re: urho3d..
Post by: Schranz0r on 2013-Apr-08
Erinnere mich wage an einen angefangen Irrlicht-Wrapper von mir... interesse gleich gegen 0 :/
Nur weil die Engine neu ist und man einen Scripter + Assetloader mit dabei hat würde sich ein wrapper lohnen?
Title: Re: urho3d..
Post by: mentalthink on 2013-Apr-09
Yes  Schranz0r, I look about your wrapper but I never find the Code... you can put the code again in the forum?¿.. I like watch the methods for make a port of a complex thing...
Title: Re: urho3d..
Post by: bigsofty on 2013-Apr-09
I had a quick look into the Urho3d source examples to see how the build process goes. One major problem for integration into GLBasic would be the major use of a component based architecture for most of the examples that I saw(the API is also component based). Component based programming relies on objects to hold the component and its functionality. I don't see how you could do component based coding on a procedural language like GLBasic. I could be wrong though as I still a fairly nooby C++ programmer. Maybe someone with better C++ skills could have a look?
Title: Re: urho3d..
Post by: Schranz0r on 2013-Apr-09
It's a pain to wrapp that Engine! i don't see any benefit...
Title: Re: urho3d..
Post by: bigsofty on 2013-Apr-09
I've wrapped OpenB3D and iXors3D engines in the past and the best way I have found to do this is not, in a sense, to design the wrapper from scratch. Have a look and see if their is another wrapper available and see how that has been done. After looking a little deeper I see that Urho use Angelscript as an alternative method of accessing the C++ & components. Angelscript IS a procedural C like language and this could be a back door into Urho. There are 2 options here, extract the proceduralised C++ bindings that Angelscript uses or create a GLBasic interface to and script the engine from within GLBasic.

Urho is a great engine with some great features(real time shadows, even on mobiles, hardware instancing, ambient occlusion etc.), the best free one I have ever seen!
Title: Re: urho3d..
Post by: Betlheem on 2014-Jul-15
Quote from: bigsofty on 2013-Apr-09

Urho is a great engine with some great features(real time shadows, even on mobiles, hardware instancing, ambient occlusion etc.), the best free one I have ever seen!

What about this one?  http://www.gameplay3d.org/
Title: Re: urho3d..
Post by: mentalthink on 2014-Jul-16
Yes Bethlem I take a look sometime ago, but my C++ skills are very low, I don't know how make a port of this lib, I think this will be a lot of work, when I watched I read a lot of commands...

Wellcome to the Boards, o Bienvenida I read Spaninsh in your avatar.. Willkomen  =D