What about toolsets?
DanielSefton wrote:Looks awesome
I've lost track of microsoft technology -- so the whole editor is written in C#?
Wolfmanfx wrote:<take it with a smile>C# is the best GUI toolset
Looks nice do you use a special component for the property grid ?
madmarx wrote:What about toolsets?
For a professional game engin, there is no 3dsmax / maya exporter / xsi ?
I am just curious (the whole thing seems nice)
novaumas wrote:Looks like a very nice toolset so far, it'll be interesting to see where the progress goes from here.
It's also great to finally see the Toothrot library put to some good use. Yay for node based UIs!
boyamer wrote:At moment there are potential things implemented and I personally lost time on porting Ogre plugins to .net version..
Alimer Engine has a PInvoke wrapper,optimized as more as possible and would be easily to be invoked on Linux and OSX,throught Mono Project..
Alimer Engine comes with Sandbox with realtime scene editing
syd wrote:so you use a C wrapper got it :p
I may use Neo Axis one of these days.
how would you convince me to use alimer
any specific programming approach? is the designer pluggable?
boyamer wrote:i have created own wrapper,i've used PINVOKE technique used into Irrlicht NET CP.
3) About plugins i can create a guide how to wrap Ogre plugins easily.
4) Which physic library you use?
I'm using PhysX for 3D physics simulation with whole support,implementation is based on (http://physxdotnet.codeplex.com/) and Farseer for 2D physics simulation ( As Alimer Engine has whole 2D support,when i say whole i mean really whole,even deferred shading system is integrated into 2D rendering with light support and shadows)
6) Is it a commercial project and/or can your engine be used for free?
There would be various license,like indie,commercial,full-source and non-commercial license too.
10) Which type of scene files you use? As always we use our own scene format which saves scene into Binary file or XML file,choose at your own,but you can even import DotScene (but we'd like to support Collada).
Feel free to ask any question.
boyamer wrote:Well,only trying it can convince you,i plan to make video or demo in this days
Beauty wrote:An other way for Mono support would be to use the common SWIG wrapper, which was used by OgreDotNet.
msdn wrote:PInvoke has an overhead of between 10 and 30 x86 instructions per call. In addition to this fixed cost, marshaling creates additional overhead. There is no marshaling cost between blittable types that have the same representation in managed and unmanaged code. For example, there is no cost to translate between int and Int32.
For higher performance, it may be necessary to have fewer PInvoke calls that marshal as much data as possible, rather than have more calls that marshal less data per call. Or somewhat more memorably: prefer a chunky over a chatty API.
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