The Nebula Device 3D engine
Any Nebula Device 3D engine developers around here? For those not aware, this is a commercial quality MIT-style licensed 3D engine.
Cheers, Brandon J. Van Every(cruise (director (of SeaFunc) '(Seattle Functional Programmers)))
I've looked at it before, but thought the build process was a bit convoluted (especially if your trying to use an IDE). How is version 2 progressing?
"Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition. The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honor to meet you and you may call me V.".....V
Be advised that Nebula2 is at this very moment still in the middle of a huge code drop from Radon Labs, so things don't all build cleanly yet. Core stuff is building fine though, and it should all stabilize within a week or two.
The build system was revised about six months ago. All you do is type "tclsh84 update.tcl" on the command line and hey presto, it generates .dsw and .sln files for VS6, VS7, VS7.1, and VS8! Support for things like makefiles, mingw, and Linux are in the works, but people could use help for that if you actually want to see them get done. Also there's no OpenGL Server yet, it's still a DirectX-centric project.
Anyways the build system is easy.
The main wart is a lack of handholding documentation. There's doxygen documentation but that just tells you class interfaces, it doesn't give any high level overview of what you need to do. There aren't really good tutorials for Nebula2. Experience and expertise in 3D graphics is definitely helpful here, it's not a good project for newbies at present. I don't think there's any better deal going for the professional developer though.
The build system was revised about six months ago. All you do is type "tclsh84 update.tcl" on the command line and hey presto, it generates .dsw and .sln files for VS6, VS7, VS7.1, and VS8! Support for things like makefiles, mingw, and Linux are in the works, but people could use help for that if you actually want to see them get done. Also there's no OpenGL Server yet, it's still a DirectX-centric project.
Anyways the build system is easy.
The main wart is a lack of handholding documentation. There's doxygen documentation but that just tells you class interfaces, it doesn't give any high level overview of what you need to do. There aren't really good tutorials for Nebula2. Experience and expertise in 3D graphics is definitely helpful here, it's not a good project for newbies at present. I don't think there's any better deal going for the professional developer though.
Cheers, Brandon J. Van Every(cruise (director (of SeaFunc) '(Seattle Functional Programmers)))
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement