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  • frankiezafe 17:05 on 2016-11-19 Permalink | Reply
    Tags: addon, , ,   

    Polymorph package is on its way!

    Until today, polymorph was a collection of Ogre addons, independent from each other. The approach has changed a lot during the development of Tuning score. All extra libraries are now linked into one big package:

    • Bullet – physical engine;
    • libPD – sound engine;
    • OSC – Open Sound Control messages, based on udp;
    • tinyXML – for project loading;
    • SDL – for gamepad and joysticks.

    The package uses a project file format, in XML + provides high-level objects and a base class containing all mandatory methods to manage a game:

    • scene & resources loading;
    • window management and events;
    • keyboard and mouse events.

    A large documentation has to be written, but programming architecture is now fixed.

     
  • xuv 01:32 on 2016-09-28 Permalink | Reply
    Tags: addon,   

    Some news about the Blender 2.8 Viewport development.

    The Blender Foundation has defined a new major upgrade in Blender’s development with the release of version 2:8. And one of the big feature of this revamp is a new 3D viewport. Here is a detailed post about it. But what you might be especially interested in these lines:

    The new viewport will allow for more accurate preview of the external engine your project is targeting. Each engine may have different material and shading models, as well as unique screen effects. Whether you’re making assets for a movie or for a game, the idea is to see what it’s going to look like while you work on it.
    […]
    Game engines: Unreal (ii), Unity (ii), CryEngine (ii), Blend4Web (ii), Armory (ii), Godot (ii)

    Exciting times. Careful though, don’t rush into conclusions…

    (ii) Proper export of assets (with materials) to your engine of choice is not strictly part of the viewport project, and neither is the specific support of its shaders. The project will support Python addons so other developers can work on those integrations.

    So this means developers of external engines will have a way to integrate their engine as a preview directly in Blender. But It does not mean it’s done yet. Although seeing the growing popularity of Blender among 3D enthousiasts, the community behind each of those engines could be tempted to work on a dedicated Blender addon.

     
  • frankiezafe 16:45 on 2016-08-26 Permalink | Reply
    Tags: addon, ,   

    Gamepad addon for Ogre.

    First version of the code is ready:

    • detection of gamepad plugged / unplugged
    • all buttons & axis accessible
    • events on gamepads and on each axis and button
    • precise axis + delta of motion
    • precise axis + delta of motion
    • separated thread for data retrieval

    repo: https://bitbucket.org/frankiezafe/ogregamepad/

    gamepad_parameters_in_ogre3d

     
  • frankiezafe 15:19 on 2016-08-23 Permalink | Reply
    Tags: addon, , ,   

    Puredata in Ogre3d, demo.

    Use example-libpd.2.0 and the OgrePD addon to reproduce the video. Info about how to setup are here.

    demo.pd  - -home-frankiezafe-forge.ogre-polymorph-engine-example-libpd.2.0-app-dist-media-pd_675

     
  • frankiezafe 17:53 on 2016-08-18 Permalink | Reply
    Tags: addon, , ,   

    First Ogre addon for OSC.

    Repository: https://bitbucket.org/frankiezafe/ogreosc

    It was a hell with OgreBullet addon. A part of the reason was that I didn’t get the way CMake is dealing with the compilation, installation and so on. The OgreOsc addon was a good way to get it.

    The addon doesn’t do a lot for now: it just contains a simple sender. Other classes will as soon as I need them.

     
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