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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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Making something as simple as possible can often require the most complex thinking, yet making something complicated will often come naturally.
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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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#31 Xception

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Posted 17 April 2005 - 10:29 PM

Xtreme3D can handle more than those polygons with no problem! Am I missing something?

No, you don't miss anything.
Don't put to many dynamic objects(enemies) in one place.
If they are not in the same place they are culled and it's faster.
The static level uses an octree and shouldn't cause too many speed problems.
Xtreme3D can render more polygons at the same speed.
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#32 KILL-CODE

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Posted 18 April 2005 - 04:10 AM

Is there any chance that in the future there will be support for *.max files? BTW, I know you use Cinema 4D for all 3D stuff, but how did you make the level into a *.bsp format? Because I have tried to export models out of Cinema 4D with no luck(there is no *.bsp on the export list). Did you use another pluging or another program to convert it or something else like that? I just wanna know cause I am going nuts trying to figure out how...

Edited by KILL-CODE, 18 April 2005 - 04:12 AM.

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#33 Xception

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Posted 18 April 2005 - 08:14 PM

max is not a game model format, it's a scene format supporting all features of max.
I don'T think that it is even free to support or you can'T use it at all.
There are no existing converters or importers for max format.
And if you are using 3DS MAX then you can use the my3d format for lightmapped levels.
For animated objects there is a md2 exporter for MAX.
I use my own md2 exporter for Cinema 4D.
The level in the zip file is made with Cartography Shop, not with C4D.
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#34 Bami

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Posted 18 April 2005 - 08:21 PM

I had trouble with my3d, dunno why...
but i use LMts, and that works also :)
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#35 KILL-CODE

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Posted 18 April 2005 - 10:27 PM

I just noticed that I am almost the only person asking questions, I feel so special. :) I have a couple of more:

Is there a way to check if the palce under the camera is empty or not? Like in a platform game, when you jump you check if you are on the ground, that is mostly what I am wanting to do here...

Also, I have been trying to make a bullet when it comes into collision with the terrain to destroy its-self. But I cannot find a function that checks this...
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#36 Xception

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Posted 18 April 2005 - 10:28 PM

I had trouble with my3d, dunno why...
but i use LMts, and that works also :)

<{POST_SNAPBACK}>


I only had trouble with Giles my3d exported levels.
But I can load them now, too.
With Giles my3D I have to add textures and lightmap to the zip archive but the level must be outside of the archive.
And the lightmaps have to be named "objectnameLightingMap.tga" or any other image extension suported by Irrlicht.
Strange, but that'S the only way I got it to work with textures and lightmaps.
Max my3d levels cannot have sub materials.
That means you should not or only attach models if they use the same texture.
That means you have to use as many lightmaps as textures.
If you modeled the scene and placed the lights you select everything and choose render to texture, add lightmap, choose diffuse channel and render and export as my3d with internal lightmaps.
put the my3d level in the zip archive and don'T forget the "./" when yo load the level

Is there a way to check if the palce under the camera is empty or not? Like in a platform game, when you jump you check if you are on the ground, that is mostly what I am wanting to do here...

cr_isFalling returns if the attached scene node is falling, if it is not falling then you are on the ground.

Edited by Xception, 18 April 2005 - 10:30 PM.

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#37 Wolf Dreamer

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Posted 18 April 2005 - 11:07 PM

I just noticed that I am almost the only person asking questions


People are asking all sorts of questions over at my forum about it.
http://s8.invisionfr...p?showtopic=744

The question about the bullet colliding with the terrain might be answered, or the place to find the proper answer pointed to, over at http://s8.invisionfr...p?showtopic=744

I found your question worth repeating in that topic as well, since surely others will wish to know this also.
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#38 KILL-CODE

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Posted 18 April 2005 - 11:31 PM

cr_isFalling returns if the attached scene node is falling, if it is not falling then you are on the ground.


What node would I use? I thought you would use the camera node, but when I do that it doesn't work...

global.camera = sm_addCameraFPS(0,100,300);

So I put that in cr_isFalling...

if cr_isFalling(global.camera) == false
{//actions}

Edited by KILL-CODE, 19 April 2005 - 12:45 AM.

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#39 avanderveen

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Posted 19 April 2005 - 01:31 AM

OK, so first off... GREAT JOB! I think It's awesome!
But...
A few questions:
1. In your opinion, which engine can handle more and run faster GMI or Xtreme3D?
2. Are all of the functions in the GM port the same as the ones in the origianal Irrlicht engine (so I can use their tutorials to learn it)?
3. If the functions aren't the same, will there be a tutorial for it (whether from you or from others)?

Thanks for this totally awesome Irrlicht engine, and once again I'm gonna say this is an awesome engine, great job! :)

P.S. I did search all of the forums for this before I posted

Edited by avanderveen, 19 April 2005 - 01:31 AM.

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#40 Wolf Dreamer

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Posted 19 April 2005 - 01:38 AM

2. Are all of the functions in the GM port the same as the ones in the origianal Irrlicht engine (so I can use their tutorials to learn it)?


Yes. He even used the same names exactly.

Go to http://irrlicht.sourceforge.net/ and click on tutorials to learn the basics, and also check out their API for help.

As for your first question, I believe GMI obviously has far more things than Xtreme does.

Neither Xception nor MACARRAUM have their own official forums, but they both post over at the forum rooms I created for them.

If everyone interested in GMI all gathered in one area designed for them, it would probably help all of us out, everyone contributing what they know to the community.
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#41 avanderveen

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Posted 19 April 2005 - 01:59 AM

thanks for the quick response, it really helps.
I think I'll check out your forums as well.
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#42 Andreas

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Posted 05 May 2005 - 12:06 PM

I wonder, how much time it takes to develop a project with over than 400 different functions considering a fact that there are new Irrlicht releases each month or two? You must be missing some of the original product features to made each GMI in time.
This new version looks promising and is way better than other GMIrrlicht, but still, I'd better continue stick with your Xtreme3D artwork.
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#43 Fir-Zen

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Posted 06 May 2005 - 09:20 PM

I'm a newbie on this of 3D dlls. How does this work?
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#44 Smarttart62

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Posted 07 May 2005 - 01:43 AM

Start out with GM6's built in 3D and then use this
-Steve
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#45 KILL-CODE

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Posted 07 May 2005 - 02:28 AM

How newbie are you? If you know nothing about 3D programing at all start out with GM's D3D functions, then move onto this.
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#46 danguru

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Posted 07 May 2005 - 03:16 AM

how to change GMI windows on GM windows?
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#47 nikki

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Posted 07 May 2005 - 06:34 PM

how to change GMI windows on GM windows?


When creating the device, make it child of window_handle(). See the first function in the GMI Documentation for more info.
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#48 gamemaker intermediate

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Posted 07 May 2005 - 10:12 PM

man theres a lot of functions try organizing the scripts by putting them in folders
because looking at 400 scripts is kinda hard
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#49 Xception

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Posted 07 May 2005 - 11:20 PM

man theres a lot of functions try organizing the scripts by putting them in folders
because looking at 400 scripts is kinda hard

<{POST_SNAPBACK}>


Yeah, try to organize the scripts.
We count on you!
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#50 david24

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Posted 08 May 2005 - 01:54 AM

GM doesn't support importing groups does it?
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