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classes? http://www.horde3d.org/forums/viewtopic.php?f=1&t=593 |
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Author: | ulao [ 02.01.2009, 00:03 ] |
Post subject: | classes? |
Hi new to horde and Looks as I'm going to start using this engine for my next project. One thing I always do when I start using a new engine is start making classes. Like a general screen class with GLFW functinos. But wanted to ask if there are any global efforts first. No need to reinvent wheels. |
Author: | Volker [ 04.01.2009, 04:43 ] |
Post subject: | Re: classes? |
Not sure what you want to do, but is GLFW itself not enough modularization for you screen class? |
Author: | DarkAngel [ 04.01.2009, 05:30 ] |
Post subject: | Re: classes? |
There are a few users here who are building class libraries on top of Horde: viewtopic.php?f=4&t=266 viewtopic.php?f=4&t=466 |
Author: | Shaping [ 06.01.2009, 07:52 ] |
Post subject: | Re: classes? |
DarkAngel wrote: There are a few users here who are building class libraries on top of Horde: http://horde3d.org/forums/viewtopic.php?f=4&t=266 http://horde3d.org/forums/viewtopic.php?f=4&t=466 Hi. Who are those users? I am trying to create a simlar class-framework on the Smtalltalk-side using VisualWorks (VW). I'm studying and then slowly removing the GLFW window-manager functions and replacing them with VW's event system, and further linking each event to the appropriate callback in GLFW. Utlimately, I want to get as much of this C/C++ code into the Smalltalk as possible. Reading/writing and debugging in Smalltalk are much more accurate and fluid than in C++. There will have an OpenGLWindow instance in VW that can create the needed rendering context and 24-bit WinDIBSection for in-memory rendering and swapping. I already have most of this working from the previous framework I use. The window starts the engine as it opens, or the model to be rendered starts it as it goes to render itself. I am trying to determine how to create the various resources needed and how best to model them on the Smalltalk-side. I do not want to duplicate the scenegraph in Smalltalk. An object model that knows how to create H3D-compatible XML-representations and pass them through API functions to create the scene and to attach model-, light-, and camera-nodes seems to be the correct approach. Suggestions? Shaping |
Author: | ulao [ 06.01.2009, 17:19 ] |
Post subject: | Re: classes? |
Quote: Not sure what you want to do, but is GLFW itself not enough modularization for you screen class? Well you may be right. call me old fashion but dumping a bunch of code in the main and app files is not my cup of tea. Now granted theses are just examples ( kignt, Chicago ). But I like to set things up more like this for example..examples: Code: // Render scene Horde3D::render( _cam ); // Remove all overlays Horde3D::clearOverlays(); // Write all mesages to log file Horde3DUtils::dumpMessages(); Cleaned up Code: // Render scene myGame->render( );//_cam would be a member of the class. // Remove all overlays myGame->clearOverlays(); // Write all mesages to log file myGame->dumpMessages(); Yeah nothing fancy here... I mean if they dont change much why not put it in classes? And there would be a wrapper or add on h and cpp files that we all could share and reuse in any game we make. Then we could make other wrapper files for certain functions that get used a lot. Like a input class for keyboards, mice and joysticks ( unless that is already done ). But like you said maybe I will come to see that this engine already has enough modularization. I'm still working on the editor for now.. |
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