Horde3D

Next-Generation Graphics Engine
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PostPosted: 02.09.2008, 09:38 
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Joined: 21.08.2008, 11:44
Posts: 354
DarkAngel wrote:
Siavash wrote:
PLEASE ADD SOME TUTORIALS ABOUT COMPILING LUA AND ... WITH MINGW
I don't think you understand how this whole "open source" thing works... Most of us have full-time jobs - Volker's contributions to the Horde project are entirely voluntary, so yelling at him with demands for help with things that are, frankly, not even related to horde is rather rude.

Have you read this page: http://lua-users.org/wiki/BuildingLua?


EXCUSE ME TEAM !!!


Last edited by Volker on 02.09.2008, 09:42, edited 1 time in total.
No reason for screaming


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PostPosted: 02.09.2008, 10:05 
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Joined: 21.08.2008, 11:44
Posts: 354
Excuse me team, I know all of you guys are too busy :oops:
I've solved the problem myself :idea:


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PostPosted: 12.09.2008, 18:24 
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Joined: 21.08.2008, 11:44
Posts: 354
It's great to have a look at this post by kal :wink:


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PostPosted: 30.11.2008, 21:35 
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Joined: 30.11.2008, 21:12
Posts: 2
Hi,
since this topic kinda relates to my question I will post it in here:

I want to test Horde3D out, but its my first time with a C++ Game Engine.
Although I am new to game development I had contact with 2 other game engines, but just in a very basic way.
I played around a little bit with the jmonkeyengine a Java based game engine and I could get some impression on the Unreal Engine 3.
Since I know Java I could start right of with the jmonkeyengine and for working with the Unreal Engine, UnrealScript was used.

Now as far as I can see Horde3D is a C++ implemented game engine where language bindings for others languages exists.
I don't know C++ (but I am willing to learn), but I was wondering whether I actually need to learn C++ or whether it would be sufficient to learn any supported language (e.g. lua or python)?
I mean could I use the Horde3D engine just by writing for example Python Code? Like in Unreal Engine 3, where there is usually only the use of UnrealScript (although its also a C++ bases engine).

Or should I know C++ since I need to alter or add C++ code?
To clarify my Question:
Do I need to code C++ to implement a game using Horde3D?

Hope you guys can help me out there.
I assume that question can be asked for any game engine that supports language bindings but is entirely writting in C++ ?


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PostPosted: 30.11.2008, 22:14 
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Joined: 19.11.2007, 19:35
Posts: 218
Horde just deals with drawing the picture. Realistically you're going to want to learn C/Cpp so that you can write the necessary code for audio, networking, physics, internal management, etc. You may be able to get away with it, there's plenty of different bindings out for Lua and Python, but you would have to write a considerable amount of managerial code in the languages to make it all work together.


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PostPosted: 30.11.2008, 23:45 
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Joined: 14.04.2008, 15:06
Posts: 183
Location: Germany
In principle you can use Horde3D from any language that can call C functions and only use that language to access Horde3D. For a complete game you'll also need bindings for other libraries which might not be available / not useable. Other than that dynamic languages like Python and Lua are generally slower than static languages like C++.

But for experiments and fast prototyping it's often much better than C / C++, since writing code is much easier. When you understand how Horde3D works you can still learn C++ to write your game engine in it.


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PostPosted: 01.12.2008, 23:34 
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Joined: 30.11.2008, 21:12
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Ok thanks guys.
Guess I will take a look at C++ first and then probably later on a scripting language :D


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