iGame3D Pro External
Posted: 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]
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]