Now if only he could solve my inherrant problems with C langauges and compilation! :P
Still having problems?
I *PROMISED* you I would purchase your last thingy sight unseen if you finished it and had some good info you your site and a demo. It never happene
I build a new site for it and released a fully working demo of the lib. Not sure what you're on about :)
Alright donniedako, lets see the shiny demo first and we can continue from there. The reason why everyone is giving you a hard time is because you have a habit of changing ideas every week. Hell, even I emailed you about working on a C# engine back when you had that idea and looking for helpers, but I didn't even get a response, only to find out you were doing something new the next day. Then we get to see you switch project every week or s
Your the first person in this thread to call me by nickname. Thank You. :P
Seriously I don't recall ever reading any e-mails from you, I recall getting one from a c++ programmer. Was that you? You made no mention of who you were. Not that it would matter, but it's the kinda thing you say usually "Hey this neuro from blitz.com" or similar.
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The wrapper is coming along nicely. just added keyboard and mouse support. Here's the demo app now,
Local Display:TDisplay = TDisplay.Create() Display.OpenScreen() Local Camera:TCamera = TCamera.Create() Camera.Position( 0,0,40 ) Camera.LookAt( 0,0,0 ) Local Entity:TEntity = TEntity.CreateMesh("hammer.mesh") Local Sky:TEntity = TEntity.CreateMesh("sky.mesh") Local InputDevice:TInput = TInput.Create() Local ang:Float Repeat ang:+1 'Camera.Position( Sin(ang)*40,10,Cos(ang)*40 ) Camera.LookAt( 0,0,0 ) 'Entity.LookAt( Camera.X(),Camera.Y(),Camera.Z() ) 'Entity.Rotate( ang,0,0) Entity.Pitch( InputDevice.MouseYSpeed() ) Entity.Yaw( InputDevice.MouseXSpeed() ) Print "Rot X:"+entity.getpitch()+" Y:"+Entity.getyaw()+" Z:"+entity.getroll() Render3D() CaptureInput() If InputDevice.KeyDown(key_escape) Then End Forever
So as you can see although it's a wrapper, you do not need any knowledge of ogre as it totally abstracted into a b3d like friendly package.