is this for us ?
what do you think ? :whistle:
I wonder how long have they been on the road?! 8)
I would love to see this in GLBasic, it has some stunning features.
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
I like the open asset import library it uses...it supports LWO and LWS and many others :good:
awaiting kitty's statement !
Quote from: Marmor on 2013-Apr-08
awaiting kitty's statement !
Realy?! :D
nein das stimmt!
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?
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...
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?
It's a pain to wrapp that Engine! i don't see any benefit...
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!
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/
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