Modbaker Development
Moderator: Developers
I've been experimenting in wxWidgets in C++, but it's as complicated as Latin multiplied by English, couldn't even make it through the hello world program.
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Yeah, tooltips are currently disabled in SVN (looks like I forgot to re-enable them after changing how the GUI works).Seanbot wrote:The tooltip does not change for me...
The minimap for quick-jumping is a nice idea!
I'm currently thinking of a better GUI library than guichan, but I didn't find a lightweight one yet that fits my purposes.
And yes: This is a debug build. So you will find debug / error messages in the files stdout.txt or stderr.txt.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
I've tried nothing except Guichan.
Things I looked at:
- CeGUI (tooo heavy for my taste)
- Awesomium (using Google Chrome to render UIs via HTML, CSS and JavaScript)
- Self-written GUI
- OGRE, Irrlicht etc. (also usable for rendering etc).
- wxWidgets
Yesterday I tried to write a small wxWidgets UI for a demo OpenGL project. The UI is not startable yet (causes a Segfault), but I want to try out how the performance is.
Things I looked at:
- CeGUI (tooo heavy for my taste)
- Awesomium (using Google Chrome to render UIs via HTML, CSS and JavaScript)
- Self-written GUI
- OGRE, Irrlicht etc. (also usable for rendering etc).
- wxWidgets
Yesterday I tried to write a small wxWidgets UI for a demo OpenGL project. The UI is not startable yet (causes a Segfault), but I want to try out how the performance is.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
Those are about all I could have suggested.
Personally, I am interested in your rendering system, you write the whole thing from scratch you say, did you get any tutorials, are there 3D functions in OpenGL, or did you have to write math for it all yourself.
Personally, I am interested in your rendering system, you write the whole thing from scratch you say, did you get any tutorials, are there 3D functions in OpenGL, or did you have to write math for it all yourself.
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
I was using a lot of the OpenGL tutorials from NeHe (http://nehe.gamedev.net/).
OpenGL provides 3d functions like glRotate (rotate an object), glScale (scale an object) and glTranslate (move an object).
With those combined, you can create almost everything you want.
If you want to load and render a model, you have to write something on your own (or use code snippets / libraries from someone else).
This is where OGRE / irrlicht come into play.
They sit "on top" of OpenGL and provide functions to load and render textures, models more easily.
OpenGL provides 3d functions like glRotate (rotate an object), glScale (scale an object) and glTranslate (move an object).
With those combined, you can create almost everything you want.
If you want to load and render a model, you have to write something on your own (or use code snippets / libraries from someone else).
This is where OGRE / irrlicht come into play.
They sit "on top" of OpenGL and provide functions to load and render textures, models more easily.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Ok, now I've created a small demo application using wxwidgets and OpenGL.
I'm currently creating a new GUI for ModBaker (I'd like to move away from guichan).
Lately, progress is going very slow, because I've got way too much to do at work :-/
I'm currently creating a new GUI for ModBaker (I'd like to move away from guichan).
Lately, progress is going very slow, because I've got way too much to do at work :-/
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
Just a few seconds ago came across Clutter, which is OpenGL and SDL compliant.
Just in case you want to check it out, but hey, nice to have a new build.
(Started experimenting with OpenGL myself now.)
Just in case you want to check it out, but hey, nice to have a new build.
(Started experimenting with OpenGL myself now.)
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Today I've added OpenGL support to my basic application via an wxGlCanvas.
Also the first features already got implemented:
- menu layout with submenus, tabs, status bar, ...
- an onClick event for the OpenGL canvas
- an exit button
It's progressing very slow, but I hope that I've got enough time to keep improving it in the next weeks
Also the first features already got implemented:
- menu layout with submenus, tabs, status bar, ...
- an onClick event for the OpenGL canvas
- an exit button
It's progressing very slow, but I hope that I've got enough time to keep improving it in the next weeks
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Hm, is there a form of template for the walls created by Egomap?
Wall fans seem to have more than just four vertices. Is there a formula to calculate the vertices, or do I have to define them manually for every fan type?
Wall fans seem to have more than just four vertices. Is there a formula to calculate the vertices, or do I have to define them manually for every fan type?
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
@Zefz:
Yeah, for some parts you're right.
This line only indicate the texturing of the fan:
The "commands" and "command size" indicate the number of vertices, that's also should be no problem.
What I'm missing is a rule on where to place all those vertices within the current fan (so the program knows where to place all those vertices). I think this information isn't stored in fans.txt...
I couldn't find something like a formula for calculationg the vertex locations yet (I've looked at the EgoMap source, but that part of the code is kinda confusing to me :-/).
Yeah, for some parts you're right.
This line only indicate the texturing of the fan:
Code: Select all
Ref: 0 U: 0.00 V: 0.00
What I'm missing is a rule on where to place all those vertices within the current fan (so the program knows where to place all those vertices). I think this information isn't stored in fans.txt...
I couldn't find something like a formula for calculationg the vertex locations yet (I've looked at the EgoMap source, but that part of the code is kinda confusing to me :-/).
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]