3D Effects, and C/C++
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- This topic has 12 replies, 3 voices, and was last updated 10 years, 3 months ago by attilaz.
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January 11, 2014 at 2:59 pm #5115
makswParticipantHi there,
first – TimelineFX is astounding – even more so for the price. I’ve trawled a lot of PFX systems / editors in my quest to save myself a ton of work – and this has landed as #1 on my list. The price charged is worth it for the great free effects libraries alone! So I salute your ‘Indie’ oriented price point!
Now I’ve buttered you up – onto my questions π
1) From the threads I’ve noted TFX is ‘primarily a 2D particle system’ – does that mean it can provide 3D particle systems? (I’ve only viewed the effects libraries so far).
2) My engine is C/C++ and OpenGL based. I’ve seen the Monkey modules and I’ve tried to generate Windows code but had no success so far – I can’t get it to build the WebInvaders example project – the autofit module is missing, and it can’t find LoadEffects. No doubt I’m doing / not doing something daft – so any pointers would be well received!Nb. I’ve never used Monkey before either π
So – basically – if 1) == yes, then I need a pointer with 2) π
If I were to knock a C/C++ library up I’d gladly reciprocate it back for others to use on your site.
All the best – and here’s hoping as I would very much like to use TFX in my project!
January 12, 2014 at 11:17 am #5116
peterigzKeymasterHi, glad you like the software can I use that paragraph as a testimonial? π
TimelineFX is 2D only as basically, there’s no z-axis. Of course you can export the effects as sprite sheets to use within a 3d environment, but I don’t think that’s what you mean π
Yes, I should include autofit within the example really, I’ll look to do that, you can download it from here: http://www.monkeycoder.co.nz/Community/posts.php?topic=1500&page=1. It’s just a module that maintains the screen size regardless of the device you’re using it on.
I think once that’s in place it should work fine.
January 12, 2014 at 11:38 am #5117
peterigzKeymasterUpdate: I’ve just updated the monkey module so the web invaders example includes autofit, either update via SVN or download the zip again π
January 12, 2014 at 11:47 am #5118
makswParticipantYou can certainly use it as a testimonial petergiz π
Cheers for replying so soon!
Do you have any future plans for 3D support / z-axis? As that’s all I’m really after – and that would frankly help TFX stand out even more. Perhaps a ‘Pro’ version for double the price? Sprite sheets won’t cut the mustard for my project I’m afraid (http://dominium.maksw.com). (Feel free to cut that link out if you see it as a gratuitous plug!)
If I can get the effects imported into my engine, I can most likely do some magitrickery to generate z-axis info and see how it turns out, so it’s still worth a try IMHO.
I’ll grab autofit (cheers!) and try again – I did scout it out on the web and try, but it still failed to import the one I found. Do I add this to the Monkey/modules folder?
Can you throw me a few bones about getting your WebInvaders to build in Monkey though as I’m a total noob with it. If I start Monkey up – do I just ‘Open Project’ and navigate into the TimelineFX/examples folder? But then how do I tell it where the TFX monkey modules are? Or, do I just ‘Open Project’ at the TimelineFX parent folder? Basically, I can’t find out ‘how’ I should be opening the project up so it can see the dependencies. I’ve tried both ways and it still fails on ‘LoadEffects’
January 12, 2014 at 12:01 pm #5119
makswParticipantCheers! So I just grabbed everything again and did clean installs, it now imports autofit (great!) but I’m still getting the issue with LoadEffects when building WebInvaders/main.monkey
“C:/Program Files (x86)/MonkeyX77a/bin/transcc_winnt” -target=Desktop_Game -config=Debug “C:/Users/Mak/Downloads/timelinefx.monkey/timelinefx/examples/WebInvaders/main.monkey”
TRANS monkey compiler V1.62
Parsing…
Semanting…
C:/Users/Mak/Downloads/timelinefx.monkey/timelinefx/examples/WebInvaders/main.monkey<217> : Error : Identifier ‘LoadEffects’ not found.
Done.I’ve done ‘Open Project’ on the parent ‘timelinefx’ folder, so Monkey’s Project explorer pane can see everything under ‘timelinefx’ (so .docs/, examples/ and all the .monkey files), and diddy is installed in ‘<Monkey install path>/modules/diddy’
I’m using the free Monkey edition, and trying to build ‘Desktop Game / Debug’
- This reply was modified 10 years, 9 months ago by maksw.
January 12, 2014 at 4:28 pm #5121
peterigzKeymasterTimelinefx is a module so have you put the timelinefx folder into the modules folder as well?
So you should have modules/diddy and modules/timelinefx.
As for 3D, it’s certainly something that I’ve always considered, but I don’t know yet as to when I might look into doing it. there’s a few other things I want to do first so we will see π
January 12, 2014 at 5:59 pm #5122
makswParticipantFair enough π
And that was it! Simple now I realise… and success – it compiles, but I think this now is dying in Monkey itself so I’ll have to troubleshoot there instead ;
…
g++ -Wno-free-nonheap-object -I../glfw/include -I../glfw/lib -I../glfw/lib/win32 -I../openal/include -I../stb -c -o ../main.o ../main.cpp
../main.cpp: In static member function ‘static void diddy::flushKeys()’:
../main.cpp:4026:4: error: ‘app’ was not declared in this scope
app->input->keyStates[i]&=0x100;
^
../main.cpp: In static member function ‘static int diddy::getUpdateRate()’:
../main.cpp:4031:10: error: ‘app’ was not declared in this scope
return app->updateRate;
^
../main.cpp: In static member function ‘static int diddy::getPixel(int, int)’:
../main.cpp:4163:19: error: ‘app’ was not declared in this scope
glReadPixels(x, app->graphics->height-y ,1 ,1 ,GL_RGBA ,GL_UNSIGNED_BYTE ,pix);
^
../main.cpp: In static member function ‘static int diddy::seekMusic(int)’:
../main.cpp:4169:25: error: ‘app’ was not declared in this scope
gxtkChannel *chan = &(app->audio->channels[32]);
^
<builtin>: recipe for target ‘../main.o’ failed
mingw32-make: *** [../main.o] Error 1
TRANS FAILED: Error executing ‘mingw32-make CCOPTS=”-Wno-free-nonheap-object” OUT=”Debug/MonkeyGame”‘, return code=2
Done.Still – it seems it’s generated the C/C++ code, so I can take a look and see what I can do… fingers crossed! And thanks for the support petergiz – if I get anywhere I’ll let you know π
January 13, 2014 at 12:41 am #5123
peterigzKeymasterIt would be great if monkey does translate to c++ well enough that it’s usable but I’m not sure how straight forward that is. I’ve been helping someone create a Java version which is working well, but e just comnverted the monkey code by hand.
March 6, 2014 at 2:25 pm #5158
makswParticipantAfter the past few months being unable to work due to a bad back – I just picked this up again this week, and hit some walls with the Monkey generated C++ code (it won’t run as is). Combined with a lack of time, I’ve had to park it again.
But, I see someone has tackled this just recently and is offering the code up – which is awesome! So, I’ll await with baited breath π
For others interested : http://www.rigzsoft.co.uk/forums/topic/c-engine/
Cheers again for an awesome system!
- This reply was modified 10 years, 8 months ago by maksw.
July 10, 2014 at 9:46 am #5244
attilazParticipantHi,
Congrats on this great tool, the effects in the demo libraries are pretty impressive. It is also great that the c++ runtime is opensource on github.
We are planning to license it, but the lack of 3D support is a major problem for us.
Is there any chance that it will be supported in the near future?Attila Kocsis
http://www.dogbytegames.comJuly 10, 2014 at 9:48 am #5245
attilazParticipantAlso is there any way to replace the profile image? the currently autogenerated is pretty bad…
July 11, 2014 at 12:39 pm #5246
peterigzKeymasterHi, unfortunately there are no plans as yet to develop a 3D version of TimelineFX.
I think you can replace your profile image, in the top right go to Edit my Profile, you should be able to do it there.
July 19, 2014 at 9:47 am #5248
attilazParticipantThanks for the answer. Without 3D support unfortunately we cannot use it.
But I will still keep an eye on this great tool. -
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