iGame3D Pro External

Interested adding compiled externals from LiveCode and third parties to your LiveCode projects? This is the place to talk about them.

Moderators: FourthWorld, heatherlaine, Klaus, kevinmiller, robinmiller

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Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

iGame3D Pro External

Post by Bill » Tue Feb 13, 2007 10:08 am

iGame3D Pro External is an 3D OpenGL extension to Revolution that supports Newton physics engine and Lua scripting , quicktime image in/out on Mac OS X,3DS, OBJ, LWO and Mesh files, bone node animation, particles, and OpenAL sound

There are currently 53 Functions and 123 Commands available to developers. [edit 02 15 07 --fixed these links Bill]


The format of the functions are:
ig3d_ExternalFunction__returnedValues()
Example:
put ig3d_GetNumberOfPolys__i()
## returns number of 3D tri-mesh polygons in scene

and

ig3d_ExternalFunction_Arguments_returnedValues(float,integer,string,boolean)
Example:
put ig3d_SaveMesh_sf_b(".../IGame3D/Data/WTF/amesh.wtf",100.0)
## saves 3D model "amesh" to the path at 100.0% and returns true if successful

The format for the external commands is:
ig3d_ExternalCommand_Arguments float,integer,string,boolean
Example:
ig3d_ScaleSelectedMeshTo_3f 5.0,10.0,3.0
## scales the selected mesh to 5 units in X, 10 units in Y, 3 units in Z

Note the numbers in the argument requests, the "_3f" in the above command is requesting 3 floats
For another example "ig3d_SaveScreenshot_s2bi" requests: a String, 2 Booleans, and an Integer


Copies of the External.bundle or DLLS are required in the root of the Revolution application folder for OpenGL to initialize.
I'm not sure if this is required on Windows, but on Mac you will receive an error if the external is not found:
Type Handler: can't find handler
Object ig3d_UI_MAIN
Line ig3d_Init_s4i gStackDirectory, -1,-1,0,0
Hint ig3d_Init_s4i


I've created the following simple stack for you to test and experiment with the external.
The stack allows for editing of four materials: front,back,left,right
Saving generates file "temp.wtf" model file in folder "…/Data/wtf/walls/"
It then loads the file and places it into the 3D scene.
The space bar will randomize the textures, saving and loading the results,
It will generate a lot of 3D models, tap the space bar for best results.
(see stack script to modify)

Capslock (and possibly right mouse button on Windows) will trap the mouse to
the center of the 3D window, and trap keyboard input to the engine. (see card script)
See "Help" in stack for what the keyboard and mouse will do in this mode.
Once the stack generates some buildings, go on a fly through.


Screenshot of igame3d cube creator
Download stack, external, and build:
Windows: ig3DCubeC_PC.zip
Universal Binary: ig3DCubeC_UB.zip

The current external and associated files are free to use for non-commercial development.

Comments, inquiries, bug reports, heaps of help and funding are all welcome.

[url=aim://igame3d@mac.com]IM[/url]
Last edited by Bill on Sun Feb 18, 2007 3:33 am, edited 2 times in total.

stevenp
Posts: 26
Joined: Wed Jan 31, 2007 3:29 am

Post by stevenp » Tue Feb 13, 2007 2:14 pm

Wow, this is going to have some nice features!

I will download this and try and it out after work today, but, as anxious as I am to help with this project I am still going through stuff on Revolution. But don't discount me. :) Give me a week and a half and I should be more helpful. I definitely can't let this project disappear.

-Steven

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Post by Bill » Fri Feb 16, 2007 12:25 am

Your enthusiasm is appreciated. I fixed the links for the 53 Functions and 123 Commands.
Sorry about that.

At Marielle's request I've created this simple 3D model loader,and have included
a simple box in 3DS, OBJ, and WTF formats generated and exported by iGame3D,
in case you don't have a collection of 3D objects yet.
Screenshot of 3D Loader
Windows: 3DLoader_PC
OS X: 3DLoader_UB

Remember to have a copy of the external (and dlls) in the revolution application folder.
These are not new so no need to replace.

Start rev, start the stack, and follow the simple instructions.
You'll be able to import, size, rotate model, and rotate camera,
and of course jump into the stack and control scripts to have a hack at some 3D commands and functions.

marielle
Livecode Opensource Backer
Livecode Opensource Backer

Post by marielle » Sat Feb 17, 2007 11:28 pm

Bill wrote:At Marielle's request I've created this simple 3D model loader,and have included
Thanks again for this, Bill. Works nicely.
What about the suggestion I made for a screencast ;-).

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Post by Bill » Tue Feb 20, 2007 8:23 am

Here's a little (50MB) demonstration of iGame3D in use.
I create some quads, do a little extursion, some scaling, rotation, duplication,
drop mesh tool, drag and drop model and level loading, and flying around with the keyboard.
And of course reveal some bugs in my rev scripts occasionally.

Enjoy.

iGame3D Screen Cast 1

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Post by Bill » Fri Feb 23, 2007 8:13 am

Here are some more video demonstrations of iGame3D.
These are rendered out of 3D itself so, there is no sound, enjoy the eye candy.

Simple dragging of vertices

Grouped Particles being dragged around the scene

A simple display of Newton Physics

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Post by Bill » Tue Mar 20, 2007 1:08 am

iGame3D Pro External Tutorials 1 through 4 are now posted.

The tutorials cover creating an iGame3D stack and manipulating the GL Controller object.

A preliminary reference to the external is also available online

It may have been a little scrambled while trying to parse it out of the source code.
If something appears especially confusing, please let me know and I'll look into it.

marielle
Livecode Opensource Backer
Livecode Opensource Backer

Post by marielle » Tue Mar 20, 2007 12:01 pm

Great job Bill. Thanks a lot for this.

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Post by Bill » Thu Mar 22, 2007 8:32 pm

Thanks Marielle for the motivation and of course Tobi for actually writing all that external reference material.

The iGame3D Pro External Reference is now available as a stand alone application at the following links:
Mac OS X Universal Binary
Windows Executable

Runtime Revolution Stack


access the stack through Message Box:

Code: Select all

go stack URL "http://www.igame3d.com/er.rev"
Hopefully all is clear and bugless.

LESTROSO
Posts: 85
Joined: Wed Apr 04, 2007 6:14 pm
Location: Italy
Contact:

Post by LESTROSO » Sun Nov 18, 2007 11:20 pm

Hy bill......


does igame3d external will update again or is dead it as become opensource now????

I thank you in advance......


Lestroso :shock:

neo42
Posts: 83
Joined: Tue Mar 01, 2011 10:20 pm

Re: iGame3D Pro External

Post by neo42 » Tue May 10, 2011 6:53 pm

Is this dead?

Any chance of iOS support?

shaosean
Posts: 906
Joined: Thu Nov 04, 2010 7:53 am

Re: iGame3D Pro External

Post by shaosean » Tue May 10, 2011 7:09 pm

I think this has been dead for quite some time.. In terms of 3D for Rev, check out Franklin 3D

neo42
Posts: 83
Joined: Tue Mar 01, 2011 10:20 pm

Re: iGame3D Pro External

Post by neo42 » Tue May 10, 2011 7:11 pm

Does franklin 3d support iOS?


Is franklin 3d still alive?

shaosean
Posts: 906
Joined: Thu Nov 04, 2010 7:53 am

Re: iGame3D Pro External

Post by shaosean » Tue May 10, 2011 7:45 pm

Contact Franklin 3D for answers to those wonderful questions ;-) I have never used it so would not be the best person to ask..

neo42
Posts: 83
Joined: Tue Mar 01, 2011 10:20 pm

Re: iGame3D Pro External

Post by neo42 » Wed May 11, 2011 1:54 pm

You're right. Contacting them seems to be the ONLY route. Their website is not very informative and I can't even find a code example for Franklin's livecode plugin.

All I have heard is that you still end up coding in c++ style code. That doesn't seem right to me.

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