ECU Forum
September 06, 2010, 10:24:31 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Will be revamping site so forum may get redone. No time line . NO new users will be activated at this time.
If you know me on an other board PM me there to get in here
 
   Home   Help Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: {news} A upcomming change to the language ECE is coded in  (Read 2820 times)
0 Members and 1 Guest are viewing this topic.
Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« on: July 01, 2006, 06:35:50 PM »

{news} A upcomming change to the language ECE is coded in

Yep i will be moving to Nuclear Basic

Why Huh because it will / should  give me the insane flexability i need and remove the  persnikety directX 9c issues.

this new language will alow me to decide if the users direct x level will support  all teh stuff i need

The launch window will be a win 32 standard window, not a D3d window as ECE uses now .



Logged

Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #1 on: July 01, 2006, 06:46:44 PM »

oops.. hit send :::

Ok so teh ew laguage will have the NGC colission systems and networking , datatbase , and a whole host of other things  like a better redering controllstructure


i have a private coppy of the N3D environment it uses command list . It's insane ~1600 commands

Mainly is the ability  to export to N3d for Dev C++ in the near future ( Dev C++ is a free C compiler and editor by www.bloodshed.net )
{I will be adding link in my Main page menu. }

no license  restrictions on distribution and proper media encryption. so those of you who ahve donated meshes will know that your mesh can only be used by the app i make and not even in any oteh NB or N3D app unless that app has the key for that media . teh  .N3d format will suport this encrypted and unencrypted use

i will build a converter for those of you who wish to make mods and keep your meshes secure . :police:

in the end it will take ECE closer to a truly professional project that i can make share wear or comemrcial without any  worries . :occasion14:

Only thing is it's not supporting LUA scripting just yet .. LOL  :idea1:

oh and the speed .. did i mention the speed  :evil3:
Logged

scifieric
Global Moderator
Hero Member
*
Offline Offline

Posts: 849



WWW
« Reply #2 on: July 02, 2006, 04:29:29 AM »

Sweet!  So, another language that you will have to learn.  Just another day at the office for you, right Prime_8? LOL!
Logged

President: Cannonfodder Corp.
Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #3 on: July 02, 2006, 07:11:55 AM »

not so much lear as it is basic.  but some new fun..funky commends

and i am re-learning c  ove the next 4 or 5 months
Logged

scifieric
Global Moderator
Hero Member
*
Offline Offline

Posts: 849



WWW
« Reply #4 on: July 02, 2006, 07:15:49 AM »

I should hire you to teach me.  I'm never going to learn on my own!  :laughing1:
Logged

President: Cannonfodder Corp.
fog
Global Moderator
Full Member
*
Offline Offline

Posts: 201


2D Dinosaur.


WWW
« Reply #5 on: July 02, 2006, 01:46:36 PM »

Interesting move Prime_8

I've thought about changing loads of times and sooner or later will.....just haven't got the time to convert my library of code over to some other language just now.
Logged

Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #6 on: July 02, 2006, 08:47:14 PM »

well taht's the beauty of basic , and what i'm banking on is thet NB well have a too to export to N3D for DevC++

the other big bonus of NB is that if you make 2d it is 2d  d3d don;t have to fire up , and opengl support may come back later but i doubt it

any how i have now invested in the NB project , coming from the maker of NGC , quality piece of kit i think it will get me all fired-up again .
note I'm not dropping DBP altogether it is still the best FPS building language i have see in  a long time . 
Logged

fog
Global Moderator
Full Member
*
Offline Offline

Posts: 201


2D Dinosaur.


WWW
« Reply #7 on: July 03, 2006, 03:17:54 AM »

Quote
the other big bonus of NB is that if you make 2d it is 2d  d3d don;t have to fire up , and opengl support may come back later but i doubt it
I've never even heard of NB.  I'll add it to the list of possible DBPro alternatives.

I was thinking, if I ever change, about BlitzMax or more likely Torque.
Logged

Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #8 on: July 03, 2006, 03:48:14 AM »

well if you can hang on wait for NB mat by Matt over at the nuclear glory (ling in my main page menu under coding)

it don;t need the 3d engine untill you call it . but your a 2d guy so i would say play basic .
Kevin has been making somw wicked improvements. but i have allready put $$ in advance for NB

I betting it will kick ass , go check it out .
Logged

Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #9 on: October 08, 2007, 09:31:57 PM »

NF is moving along

The rogress meet smy time table so far .

My code library is  70% converted to C++ now. and i only nee dfew more NF comamnds to come into place.
SOme of the old logic and ai stuff will nee dto be re done form scratch in C++ for NF  as ezro en hanced simply does not exist in NF  teh alignment tools for face level and such . small price to pay really

PAy off is controll and speed .
ANd for those who PM'd yes  i remember Nov 20th an dteh no more feature creep ..LOL

Logged

Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #10 on: January 26, 2008, 01:56:51 PM »

Well NF is moving forward .

There are many aspects to the API of NF, that will allow ECE to move forward faster than i planned .
That is good because NF has had some set backs time wise, as far as release dates and such .

as far as rotations .. NF  ha site's own rotation enhanced commands and vector based controls . very cool

basically rotations would seems to work as you expect rite out of the box.
« Last Edit: January 26, 2008, 02:09:42 PM by Prime_8 » Logged

evil_genius_180
The Real Lord of the Dance
Staff
Sr. Member
*
Offline Offline

Posts: 427


I fear you are underestimating the evilness.


« Reply #11 on: January 30, 2008, 11:58:44 AM »

For us dummies here, what are vector based controls?  (amazingly, I think I understand everything else.)  Wink
Logged
Prime_8
The Boss
Administrator
Hero Member
*
Offline Offline

Posts: 1607


Silent But Violent


WWW
« Reply #12 on: January 30, 2008, 09:40:45 PM »

vector in 3d can be thought of  = to point in 3d space represented by x,y,z  with a line going back to origine 0,0,0

and rotation can be done  by look at x,y,z poin tin space from origin or relative to observer
ie cameras is at 1,1,1   and you know position of a target object you feed that x,y,z of teh target object to the function to make the camera look at teh place in space the target is
repeating this every frame is akin to a look at constraint


Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!