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Dark GDK / LightEngine Version 0.5 Released!

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kBessa
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Location: Manaus, Amazonas, Brazil
Posted: 9th Sep 2007 08:56
Hi everyone!

It's been 3 months since the last release of LightEngine, it was in time for a new version of LightEngine, and this time it is better! LightEngine's path has been fully stablished and documentation has been written.

Here's a small quote from the Readme:


Ok, for more info, check the included Readme.txt or the LightEngine.chm (packed with 5,5MB of information).

www.lightorb.net


Hope everyone likes it, comments are more than welcome!

Best regards,
Thiago
Niels Henriksen
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Posted: 9th Sep 2007 13:47
Nice work... cant wait to copy it to my game

Niels Henriksen
Working on a (MMO)RPG right now in LightEngine
http://noggs.netopcom.dk/forum/default.asp - Forum for the game
kBessa
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Posted: 10th Sep 2007 22:54
Thanks Niels

I'll be working on LightUI from now on, but will start all over from scratch. It had only 300 lines of code, and most of it is just terrible! So many lessons learned with LightEngine, I know I can make it better. At least, I think so...

Thiago
Niels Henriksen
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Posted: 11th Sep 2007 11:13
What is your idea about LightUI? My idea is a kind on controls that we can design by our self so we dont need the ugly windows controls? Im right?

Niels Henriksen
Working on a (MMO)RPG right now in LightEngine
http://noggs.netopcom.dk/forum/default.asp - Forum for the game
kBessa
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Posted: 11th Sep 2007 17:12
Niels, the original idea is to mimic windows controls, but they could be customized with your own skin (if you ever take a look at DirectX SDK then you know what I'm talking about). Then I would extend it.

Thiago
kBessa
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Posted: 11th Sep 2007 18:59
Ok, I just released a small update for LightEngine.

You can now download it from the website. It is just a 45Kb file, only with the new DLL, no public structures have changed, so no need of a new document.

Just grab v0.5.0 (If you don't have it), v0.5.1, and overwrite the DLL.

Best regards,

Thiago
Niels Henriksen
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Posted: 16th Sep 2007 15:42
I get these errors when using your LightEngine 0.5



I removed the old reference to LightEngine and added the new.

Niels Henriksen
Working on a (MMO)RPG right now in LightEngine
http://noggs.netopcom.dk/forum/default.asp - Forum for the game
kBessa
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Posted: 16th Sep 2007 18:26
Actually, that's listed on the help and version history.

Hide and Show are a "setter" of Visible, so you should use it like this:

MyObject.Visible = true;
YourObject.Visible = false;
Niels Henriksen
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Posted: 16th Sep 2007 23:34 Edited at: 16th Sep 2007 23:38
Oh... sorry

Need to read the readme files before I start coding next time

Niels Henriksen
Working on a (MMO)RPG right now in LightEngine
http://noggs.netopcom.dk/forum/default.asp - Forum for the game
kBessa
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Posted: 17th Sep 2007 05:44
No problem.

Fortunately, LightEngine got to a stage that will be the final one, no more changes to this methods/properties are planned, just some final adjustments for a V1.0 release in the end of this year.
RPDan
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Posted: 22nd Sep 2007 23:50
This looks great! I almost regret using c++ . I was wondering how you made the documentation? I've been looking for something like that for a while now.
RPDan
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Posted: 23rd Sep 2007 00:00
Just realised that for the syntax of commands you use c#, visual basic and c++. Can this actually be used with c++?
James Bondo
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Posted: 23rd Sep 2007 02:43
Documentation was made with Sandcastle i believe.

Using Dark GDK.NET
kBessa
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Posted: 23rd Sep 2007 06:52
James Bondo is correct, that's just XML comments and sandcastle from Microsoft. I know for sure that VB.NET has XML documentation, don't know if C++ also has it.

For additional content, just html pages and images, nothing else

Thiago
RPDan
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Posted: 23rd Sep 2007 23:15
Are there any plans to convert this over to DarkGDK? If not, I will probably release an engine for the c++ version.
APEXnow
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Posted: 24th Sep 2007 00:18
An interesting idea kBessa?

Paul.

CattleRustler
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Posted: 24th Sep 2007 00:23
I think IanM was doing a c++ version

My DBP plugins page is now hosted [href]here[/href]
kBessa
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Posted: 24th Sep 2007 00:38
I planned to do this, but there are 2 problems:

1 - I don't own DarkGDK and don't have I the money to buy it (my primary plan is to upgrade my copy of DGDK.NET to the professional one).

2 - Most important, I wouldn't have the time.

But I think I said this once (or have I forgot?): Although LightEngine is not open source I'm completely open to share ideas and guidelines and also work closely with someone wanting to make a C++ version of LightEngine (and even join LightOrb if wanting to).

It's up to you or someone else to decide doing it or not.

Best regards,
Thiago
CattleRustler
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Posted: 24th Sep 2007 22:01
kBessa

Just downloaded and messed around with LightEngine in VB.NET

heres a simple spinning cube code sample since it differs from the chm example (its using a module for the main code, not a class, and it doesnt Inherit le, obviously)



Works a treat. I then looked up if LightCube exposed the internal ID property (because that would be useful as a keying mechanism for adding groups of objects to strongly typed Generics Collections), which it did (cheers), but then I noticed its not read-only . Was that intentional or an oversight? Just curious.

anyways, good work

My DBP plugins page is now hosted [href]here[/href]
kBessa
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Posted: 24th Sep 2007 22:41
Hi CR.

Thanks for the tip. I never really messed with the ID property as it was previously done by MudBug, but now that has been fixed and should be read only for public use, modified only internally by the engine itself.

Just a tip, did you take a look at RotateRelative?
myObject.RotateRelative(0f, 0.5f, 0f);
It does what you done internally, just to make it easier to use (not having to call each angle property).

Best regards,
Thiago
CattleRustler
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Posted: 24th Sep 2007 23:02
cool on the id's, I assumed they would be read only, but wasnt sure if there was some other reason that they would be user settable - I will treat them as read only even if the current definitions arent locking them out.

RotateRelative - actually I saw that method in the list and assumed it was something like that but I was just sticking to standard calls for the moment before branching to custom methods unique to LE.

I am just doing some "global thinking" about a possible game engine, and just trying to see how my ideas so far would differ or benefit from something like LE being incorporated at the base level.

I really like the scenario of getting rid of the managing of db_ id's, and dealing with things on the oop level, which is why I checked out your kit. I also like that I can mix and match between standard dgdk.net calls and LE at the same time (but never mixing among oDB3D objects and LE 3D objects where there would eventually be an id clash and boom )

My DBP plugins page is now hosted [href]here[/href]
RPDan
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Posted: 11th Oct 2007 23:40
Are you planning to extend the LightKeys enum? I was looking at it today trying to transfer it to C++ when I realised that there are quite a few buttons it doesn't include (e.g. play/pause, volume control, stop etc.), but which are included in the DirectInput header file.
kBessa
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Posted: 12th Oct 2007 07:59
I'll have to take a look at that, I only included buttons from a standard keyboard (although I use a MS Wireless Multimedia Keyboard). I'll try to accomodate them (have to investigate DirectInput).

Off-topic: Have you got my e-mail back?
RPDan
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Posted: 12th Oct 2007 18:08
Yeah. Working on it now
cypher0
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Posted: 18th Oct 2007 16:37
Why not just use System.Windows.Forms.Keys and GetASyncKeyState?

I wrote the following class a while back for handling key events in my games:

APEXnow
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Posted: 2nd Nov 2007 20:51
This thread was Unstuck when in IMO, it should remain. LightEngine is a fundamental addition to the DGDK.NET toolkit, so please do not Unstick, thank you.

Paul.

Niels Henriksen
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Posted: 18th Nov 2007 21:12
PANIC!!! Kebessa... I cant see your site? Its password protected???

Niels Henriksen
Working on a (MMO)RPG right now in LightEngine
http://noggs.netopcom.dk/forum/default.asp - Forum for the game
APEXnow
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Posted: 19th Nov 2007 01:40
I'm also beginning to worry a little, I've not seen KB on the IRC channel for a few weeks now....

(kBessa, are you alright?)

Paul.

kBessa
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Posted: 19th Nov 2007 14:45
Hi Guys, thanks for worring about me.

I'll be up and online regularly now, I've been REALLY BUSY with university (exams, articles, and stuff) and work.
Also, some small problems with my laptop, so I was upgrading my desktop (development shall continue now).

@Niels: I've contacted my ISP now, as neither I know why this is happening! No late payments (they charge my credit card automatically). I think it will be up soon.

@APEXnow: I missed the IRC Channel so much! I'll be in there soon.

And to everyone: I'm planning on releasing LightEngine 1.0 by Christimas (The 1 year birthday of LightEngine). I think Version 0.5.1 is actually almost perfect, and by December 1st, university will be "light". :-P

Best regards,
Thiago Bessa
RPDan
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Posted: 19th Nov 2007 19:46
Now that DarkGDK has been released with Visual C++ 2008 I am going to put a lot more work in to LightEngine (C++) to try to get a decent release ready by Christmas.
kBessa
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Posted: 19th Nov 2007 21:08 Edited at: 19th Nov 2007 21:12
Hi RPDan,

With DarkGDK being free now, for me it seems as a good oportunity to translate LightEngine to it, maybe you could contact me and we could possibly translate it 1 to 1. I won't have to invest a cent now

Edit: Just to remind me: you were trying to do it with Managed C++, am I right? I think an unmanaged version would be a looooooot better.

Thiago
RPDan
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Posted: 19th Nov 2007 22:17
I was doing managed c++. I would prefer unmanaged but you then lose properties and end up stuck with get() and set().

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