[20 x Bleeding, Flour, Cake] Countdown thread.

betajaen

26-03-2008 19:07:41

What's this thread?

This is the current thread for Bleeding '20 and Flour.

Bleeding'20 being the massive update of NxOgre and Flour the ultimate in ThunderCake.

What's so special about '20

I consider the core system of NxOgre complete so I can stop working on that, and start working full-time on the special effects sub-systems and the new character system

What's Flour?

It replaces ThunderCake, a stupidly named mini-application with a all "you can eat" application which will convert various files into other files, basically a program that you can insert into your tool chain.

When I am getting it?
Release date is intended to be Tuesday 1st April 2008. It may be pushed back due to unforeseen circumstances, i.e. Meteor showers or Global war.

betajaen

26-03-2008 19:12:34

Flour

Flour now statically links to NxOgre and Ogre. As far as I can tell, it requires no external files or libraries except for the SystemSoftware.

With code to only cook the ogrehead.mesh to a triangle mesh shape (with NxOgreStatic.lib and OgreStatic.lib) encoded, takes up 2 megabytes of space (without UPX compression)

Stay tuned..

[Edit - 26-March-2008]

I've added params style interface into the command line. It can go now:

flour meshes type: triangle, in: ogrehead.mesh, out: ogrehead.nxs




Cake

Cake has been rewritten (obviously) it's the more or less the same code on the Cake subversion. I implemented the "SmartCamera" class last night and this morning. Basically a Body with an Actor attached, the movement is very smooth and you can interact with the Scene. You even "bang your head" when something falls on top of you!

Night Elf

26-03-2008 21:04:43

Hey, Betajaen. It seems '20 is coming along quite nicely! :)

I'm just starting a new project and I think I should use Bleeding from the get go. Could you summarise what's still missing when compared to 0.9.38?

betajaen

26-03-2008 21:23:39

The Character System and the effect systems (cloth, soft and forcefields). But I'm working on those exclusively next month.

dbrock

26-03-2008 21:40:00

Great work! I'll be working on a project which involves vehicles, so when that mini project is out of the way, I should be just in time for the character system =).

betajaen

26-03-2008 22:04:27

Well you can switch now. The Wheel system has been improved a bit:

Body* car = mScene->createBody("car", new NxOgre::Cube(1), Vector3(31, 4, 6), "model: cube.1m.mesh", "mass: 1000");
car->setRenderMode(RenderableSource::RM_Interpolate);

Wheel* f_left = new Wheel(2.5f, "position: -2 0 3", "model: cube.1m.mesh, mode: interpolate");
car->addShape(f_left);
Wheel* f_right = new Wheel(2.5f, "position: 2 0 3", "model: cube.1m.mesh, mode: interpolate");
car->addShape(f_right);
Wheel* b_left = new Wheel(2.5f, "position: -2 0 -3", "model: cube.1m.mesh, mode: interpolate");
car->addShape(b_left);
Wheel* b_right = new Wheel(2.5f, "position: 2 0 -3", "model: cube.1m.mesh, mode: interpolate");
car->addShape(b_right);

f_left->setMotorTorque(10);
f_right->setMotorTorque(10);
f_left->setSteeringAngle(0.78f);
f_right->setSteeringAngle(0.78f);


Of course, I'm sure Luis will want to have a good rummage through the code before he gives his thumbs up.

betajaen

31-03-2008 15:55:35

Alright. I've finished of the CompoundShape class which means the Shape system is finished.

Flour can convert Ogre Mesh files into either a Triangle or Convex, and Flour can convert square RAW files into saved heightfield files.

So I should be looking at a release either tommorow or wednesday.

novaumas

01-04-2008 03:34:04

Great work!

I think I'll wait at least for the complete character system before switching, but it looks very promising :D

Aiursrage2k

01-04-2008 19:52:35

Hopefully we dont April fooled!

betajaen

01-04-2008 20:03:17

I'm going to release it tomorrow. I want to release the new Cake at the same time; which is missing some functions.