Gmogre3d - GM Port Of Ogre 3D - Supports GM 8.1
#41
Posted 03 December 2009 - 03:19 PM
#42
Posted 04 December 2009 - 01:04 AM
#43
Posted 04 December 2009 - 07:41 PM
#44
Posted 04 December 2009 - 09:13 PM
I plan on working on a simple collision example in the future, although the best option would be to wait for GMNewton 2 to be released (end of this month hopefully!). I've been working with Hanson and he already has support for GMOgre3D integrated into GMNewton 2. It will be a better option than the basic collision detection that comes with GMOgre3D. When it's released I'll create a GMK example that shows how to use GMNewton 2 with GMOgre3D.This is awesome. I've never seen anything running that smooth in GameMaker. I would be really happy to see some collision example (e.g.: platformer, FPS).
- Houdini
#45
Posted 04 December 2009 - 09:50 PM
#46
Posted 04 December 2009 - 10:18 PM
Collision system built into OGRE? No. Simple rays you can cast to detect when it hits an object, yes.Doesnt ogre have a collision system?
- Houdini
#47
Posted 05 December 2009 - 12:01 AM
#48
Posted 05 December 2009 - 11:03 PM
Or should I just wait until the next release with physics?
#49
Posted 05 December 2009 - 11:20 PM
GMNewton 2 will be released with full support for GMOgre3D. That would be the physics engine I would recommend using, when it's released.Is there anyway to use an existing physics engine that is ported to gm like gmnewton? Or do i have to wait. I haven't done much with 3D with gm, only outside of it
Or should I just wait until the next release with physics?
No, currently GMOgre3D and GMNewton do not speak directly to each other. However this is a possibility that may be looked into in the future.So, newton will talk with ogre directly? That will be best.
- Houdini
#50
Posted 05 December 2009 - 11:27 PM
This adds functionality for multiple scene managers and also includes paged terrain! If you look at my original post you will see a screenshot of the paged terrain in action. Grass that sways and 20,000 trees were added to the terrain while running at over 100fps. A new GM project using paged terrain has also been added to the examples.zip file which can be downloaded here:
http://gmogre3d.goog...les/Example.zip
Also, I've added two new articles: one on using multiple scene managers and split screen, and the other on animation and walking between points. All articles can be viewed from this link:
http://code.google.c.../Tutorials?tm=6
- Houdini
#51
Posted 06 December 2009 - 12:15 AM
Edited by death-droid, 06 December 2009 - 12:16 AM.
#52
Posted 06 December 2009 - 01:01 AM
Sure, PM me your account and I'll add you. For anyone who wants to make changes to the source PM me with a request. I just ask that you give a detailed description on any changes you check-in.Sounds like a awesome project, Oh yeah Houdini can i have svn access.(If yes I'll pm you my gmail account)
- Houdini
#53
Posted 06 December 2009 - 01:12 AM
EDIT: I may attempt at getting the DX10 code from the Ogre3D svn working with the plug in
Edited by death-droid, 06 December 2009 - 01:54 AM.
#54
Posted 06 December 2009 - 02:05 AM
i thought i would love to impliment that tree thing into my games, but i saw i was compatible with orgre and i thought, well that would be a waste of money, but know i can buy it and use it!
#55
Posted 06 December 2009 - 02:38 AM
OMG! i foung a tree system that cost $1.5k.
i thought i would love to impliment that tree thing into my games, but i saw i was compatible with orgre and i thought, well that would be a waste of money, but know i can buy it and use it!
I think that's speedtree...
http://www.youtube.c...feature=related
#56
Posted 06 December 2009 - 02:48 AM
If it IS speedtree you are talking about, 1dinglenuts1, then it may not work with OGRE. I've seen many threads on the OGRE forums asking how to get SpeedTree working. Then there is the thread below that implements SpeedTree in OGRE, but it's a commercial lib:OMG! i foung a tree system that cost $1.5k.
i thought i would love to impliment that tree thing into my games, but i saw i was compatible with orgre and i thought, well that would be a waste of money, but know i can buy it and use it!
http://www.ogre3d.or...hilit=speedtree
- Houdini
#57
Posted 06 December 2009 - 03:22 AM
#58
Posted 07 December 2009 - 04:15 AM

1. original font ("Baby Kruffy") taken from dafont.com
2. ogre head taken from wumpus @ ogre3d.org
#59
Posted 07 December 2009 - 05:29 AM
mauge, that looks fantastic! I'll use this as the official GMOgre logo. I gave you props at the bottom of the intro post.@Houdini: I was bored yesterday, so I decided to make a logo for GMOgre. It's nothing special. I just took the free ogre-head graphic and downloaded the right font to make a logo which looks like the original one. I'd be glad if you're going to use this one for GMOgre. If you want me to change anything just let me know.
1. original font ("Baby Kruffy") taken from dafont.com
2. ogre head taken from wumpus @ ogre3d.org
- Houdini
#60
Posted 07 December 2009 - 05:59 AM
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