Model X no load textures.

Started by Yue, August 31, 2017, 23:29:48

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Steve Elliott

Thanks.

Quote
AGK comes already close

Close, but no cigar lol.

I might actually go for this.  I see a market, I see relying on other people is pointless.  I see the big engines are great for the big companies...But the minimal download for an Unreal Engine is 200Mb!!
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MikeHart

How would it generally work. From the translation/compiling point of view?

Xaron

#17
Lol Mike. Time is often not that main issue but focussing on one thing.  ;)

Regarding translation: I would aim for a basic language which translates to simple C which then will translate to platform dependent code. The way Mark did it the days back was to translate to assembly but nowadays I don't want to compete with modern compilers, that's simply not worth it.

Steve, I know how you feel. I have the same issue. I think BB3D screwed me up the days back. It's like you don't want to use other stuff anymore. But the market is slim I think. We "old" guys die out. The new kids need drag&drop stuff and think that OOP is the only way to work where procedural stuff can be much easier to use and quite powerful.

I don't know if there is any money in this. May be it is when going cross platform like AGK2. But it's a long journey and a hard one. Several years of pain.  :P

Steve Elliott

#18
Quote
How would it generally work. From the translation/compiling point of view?

I wrote an interpreter in a language I came up with.  I loved the idea of quick testing of a project.  When you completed the project it would convert to C++ and get compiled - so you got the best of both worlds.  Very quick development time, and speed when you'd completed your project.

C is my favourite language  :D
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Xaron

Sounds great. So you're already a step ahead, HA! :) What made you stop?

Steve Elliott

#20
lol I guess I believed that somebody had already produced something along those lines...But they hadn't!
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Xaron

Was it cross platform? Personally I'd aim for Windows only first, use a cross platform Open GL 3d engine and start from there. :)

Steve Elliott

Windows only.  But it was a test product.

But cross platform is something I'm very much into.
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Xaron

So let's start a race then.  :D I'll report back in 2-3 years.  :-\

Well well... seriously I might give it a go as well. The days back I had kind of a converter running, which translated that Basic stuff to C and then compiled it. Stuff like CreateCube and RotateEntity and that easy stuff already worked. But then my goal was 100% compatibility with BB3D which I wouldn't follow anymore. It should be straight forward and simple to use.

Steve Elliott

lol it's great to get some energy and encouragement from you - thank you.
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Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
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macOS 32Gb Apple M2Max
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Xaron

I can only give that back! Thanks. If my wife gets angry I will tell here, "but Steve said..." and she will purr like a cat! ;D

Steve Elliott

Oh thanks, blame me!  I best run with this then...My wife understands my creative side lol.
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Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

Xaron

Mine too. Especially as money flows in from that, so she likes it.  8)

Steve Elliott

Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

Naughty Alien

..AGK is very close to B3D V2.0..current issues are with this textures assigning which is somewhat weird (manually to do it is just soo..odd)..however, it can be completely automated in just 2-3 lines of code, provided that object names could be retrieved/accessed...based on discussions on AGK forum, thats perfectly possible, and only way why im not having it yet is my media pipeline so, the way i put scene together seems to be something which prevent AGK to see structure/names..but yet..allows you to texture individual meshes (trial and error to get their ID)...go figure...so, once i nail down this thing, which should be basic stuff, i think it will be proper tiny engine..