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Gmi Update


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#1 Xception

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Posted 13 April 2005 - 08:26 PM

I have now updated GMI.
Go to my site to download it:
http://home.tiscalin...eption/dlls.htm

Posted Image

It uses Irrlicht 0.9 of course now.
It has almost all functions of original Irrlicht(434 functions!!!)
It runs perfect in the GM window.
It is the fastest Irrlicht version for GM:cow:
Frustrum culling is working in my version, in other versions it's not working, there it renders all dynamic objects even if they are completely outside of the view.
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#2 vicious1988

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Posted 13 April 2005 - 08:33 PM

if you speed up the per pixel lighting i might consider going back to ur engine but until then, there is a slight chance
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#3 Smarttart62

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Posted 13 April 2005 - 08:36 PM

Nice job xception! <_<
I have to say yours is better then the other one (cant remember his name).
I also like how this isnt just embeded into the game (like using an embed dll to make the window in the games window ::lmao::)
-Steve

Edited by Smarttart62, 13 April 2005 - 08:41 PM.

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#4 Bami

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Posted 13 April 2005 - 08:59 PM

this is amazing!

meh i dont feel like backstabbing Macarraum in the back, but this is class!

My comp almost dies when i try to unfold the "irrlicht" tab in my scripts folder, but then again, you made a proper manual (and decreasing code size)

Im gonna port my shooter thingy over from macs to yours and compare FPS-es
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#5 darkmage

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Posted 13 April 2005 - 08:59 PM

WOW alot of new funtions coowl I like it:D Great job there xception

Edited by darkmage, 13 April 2005 - 09:08 PM.

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#6 Xception

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Posted 13 April 2005 - 09:28 PM

My comp almost dies when i try to unfold the "irrlicht" tab in my scripts folder, but then again, you made a proper manual (and decreasing code size)

Im gonna port my shooter thingy over from macs to yours and compare FPS-es

Unfortunately GM does not support groups when importing scripts and I used my tool that creates the scripts for the dll automatically.
Therefore the scripts are all in one group.
But they are all in order,you just have to add groups and move the scripts there.
I just started the manual, there is not much information in there right now.

When you compare the fps then use GM's fps variable and not Irrlicht's getFPS().
MACARRAUM's getFPS returns GM's fps*2, mine does not.
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#7 Smarttart62

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Posted 13 April 2005 - 09:36 PM

sounds like a very nice tool xception <_<
like i said b4, i like how yours doesnt embed the window into the game, like MACARRAUM's version
-Steve
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#8 darkmage

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Posted 13 April 2005 - 09:45 PM

can you also at md3 support?
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#9 Xception

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Posted 13 April 2005 - 09:49 PM

There is an addon for Irrlicht and md3, I will try to add it in the next version.
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#10 Smarttart62

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Posted 13 April 2005 - 09:52 PM

nice ::lmao::
I think its clear that this is the best Irrlicht port <_<
-Steve
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#11 Bami

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Posted 13 April 2005 - 09:58 PM

GMI (Xception) versus GmIrrlicht (Macarraum)

GMI
Pimps it out with over 400 functions, added Cg support, proper embedding and documentation
Posted Image
Average in the scene: 300 FPS

GmIrrlicht
Started out good, was a little shortcoming on some points
Posted Image
Average in the scene : 275 FPS

Both FPS'ses are taken with the getFPS() function, so macarraum wasnt lying (or his engine must peform so badly but i dont think so)

Graphics : no visual Difference (except maybe the window)
Gameplay: Xception wins that thanks to the direct GM input
Sound : eer...
Examples : Actually, Macarraum wins this one, because all the code is seperated with nice comments
Functions : again, Xception wins
Documentation : the outside documentation is nice (you can search for functions for example) but im acustomed to looking into the script for the function (X3D habit)

They are actually quite nice, both engines, so congrats to all!

Edited by Bami, 14 April 2005 - 05:54 AM.

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#12 Smarttart62

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Posted 13 April 2005 - 10:07 PM

yes, you guys have done a kick ass job at these!
Congrats, ect <_<
But i still think i like this one more...

BTW, nice screenies Bami!
-Steve
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#13 darkmage

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Posted 13 April 2005 - 10:09 PM

There is an addon for Irrlicht and md3, I will try to add it in the next version.

<_< thx i need md3 :rambo still great dll still a little experimenting on al those new functions will take a while before i am finished ::lmao::

Edited by darkmage, 13 April 2005 - 10:09 PM.

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#14 Wolf Dreamer

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Posted 13 April 2005 - 11:19 PM

It is the fastest Irrlicht version for GM:cow:


::lmao:: I believe the dancing cows only exist on my forum.

:cow: doesn't work here. All they have is this chicken. <_<

-
The future looks very bright indeed.

The nice example shows how to shoot, how to collide with walls and crates, etc, allowing people to quickly get started. An example is worth a thousand tutorials... or whatever.
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#15 Xception

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Posted 13 April 2005 - 11:25 PM

I first posted in your forum and just copied the text.
However the cow does not show up in my post in your forum, too.
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#16 Porfirio

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Posted 14 April 2005 - 10:55 AM

Nice dll !!

it work's very cool in computer ;)
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#17 darkmage

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Posted 14 April 2005 - 07:02 PM

There is an addon for Irrlicht and md3, I will try to add it in the next version.


when do you expect to have the new version done?
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#18 hughman

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Posted 14 April 2005 - 09:31 PM

very nice! so this is the example I didn't see... must have been looking at an old one before!!!

awesome!
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#19 KILL-CODE

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Posted 14 April 2005 - 11:42 PM

Whoa, didn't expect another one to come out this soon. This is awsome X. It is a LOT faster. Also, the functions are simpler(aka node_lift for jumping). The only thing I do not like is that the functions do not have a little thing to explain them, although I know a lot of them it gets a little frustrating when I notice that I just misplaced an argument. Also the Doom model looks awsome. This version seems to be a lot easier than all of the others, although the functions are mostly the same, but you changed the names so it looks easier. ;)
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#20 Slick

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Posted 15 April 2005 - 08:55 AM

Awsome! This version rocks! So many more features too! Nice job Xception! ;)
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#21 david24

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Posted 15 April 2005 - 09:18 PM

Holy crap....

This is... wow... this is AWESOME! It runs really fast for my computer (up to 45 FPS in the per pixel lighting and it never went lower than 40!). The many functions make this very usable.

The only thing I don't like is the window that pops up and then goes away. Also, the terrain collision seems "choppy"... It took a bit to climb a hill and I would get "popping" back and forth... Maybe it's my computer tho.

I'm gonna use this in Armed Assault : Special Forces!

GREAT DLL!
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#22 Smarttart62

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Posted 15 April 2005 - 11:39 PM

Yes VERY fast on my computer too :wacko:
-Steve
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#23 KILL-CODE

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Posted 16 April 2005 - 05:23 AM

I just noticed somehting, everyone says this is awsome... I think we get the point already... Although this is awsome!!!
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#24 Ne_Ar

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Posted 16 April 2005 - 06:03 AM

:wacko:
:rambo
Nice dll . . .

but what's the *.csm ;)

Edited by Ne_Ar, 16 April 2005 - 06:04 AM.

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#25 Xception

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Posted 16 April 2005 - 10:27 AM

:wacko:
:rambo
Nice dll . . .

but what's the *.csm  ;)

<{POST_SNAPBACK}>


csm=Cartography Shop Mesh
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#26 guzu_ligo

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Posted 16 April 2005 - 06:32 PM

Funny.
I thought I am ready to make my first 3D game using your old Xtreme3D.
You surprized me with a totaly new and better 3D engine. Guess I need to start studying it and delay making my little game a bit.

The only thing that I would suggest you to add is a group of simplified commands. Like:
world=Load_world("world1.3ds")
One piece of code that initialize everything if not initialized and loads the file afterwards (Something like, a beginner vesion). Just an opinion though.

PS: Don't stop surprizing us, you realy made GM DLLs rich with that addition =)
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#27 Smarttart62

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Posted 16 April 2005 - 09:58 PM

^ This can be done by you :GM130:
Just make a script with those scripts linked from it
-Steve
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#28 Xception

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Posted 16 April 2005 - 10:32 PM

Funny.
I thought I am ready to make my first 3D game using your old Xtreme3D.
You surprized me with a totaly new and better 3D engine. Guess I need to start studying it and delay making my little game a bit.

Xtreme3D is not worse than GMI.
It has features that GMI does not have like Lensflares, Skydome, built in 3D objects(cubes, spheres,...) and some more.
So if you started your game with Xtreme3D you should finsih it with it, just my opinion.
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#29 Bami

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Posted 16 April 2005 - 11:10 PM

Xtreme3D is certainly NOT worse then gmirrlicht in my opinion.
I have worked for some time with xtreme3d, and the only drawbacks are the lack of speed (no mipmapping, it runs in openGL and other stuff) and that it runs in gm5, but you can make very nice games with it. I still prefer xtreme3d over a couple of reasons, mainly because it can import .png and .md3, and its basicly very simple if you get the hang of it.
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#30 guzu_ligo

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Posted 17 April 2005 - 03:52 AM

It is more of ready to start than start. But I notices a strange difference.
When I put several imps in the GMI game, it slows down very much! Xtreme3D can handle more than those polygons with no problem! Am I missing something?
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