Horde3D

Next-Generation Graphics Engine
It is currently 22.11.2017, 17:43

All times are UTC + 1 hour




Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: python cffi bindings
PostPosted: 30.04.2014, 08:39 
Offline

Joined: 29.04.2014, 21:25
Posts: 3
Hey everyone, I've started a new set of python bindings using cffi instead of ctypes and reading in the header files. Should get slightly better performance than the old-style bindings, as well as being resistant to changes in Horde3D and glfw3's headers. The low level bindings are done (being automatically generated, they're about 100 lines of code). I'm working on higher level data structures to go with it.

You can get it here: https://github.com/perkinslr/pyHorde3D


Top
 Profile  
Reply with quote  
 Post subject: Re: python cffi bindings
PostPosted: 07.06.2014, 11:12 
Offline

Joined: 08.01.2008, 14:57
Posts: 66
Good job, thanks!

Are you using the develop branch of Horde3D from the official github repo?

https://github.com/horde3d/Horde3D/tree/develop


Top
 Profile  
Reply with quote  
 Post subject: Re: python cffi bindings
PostPosted: 11.06.2014, 20:43 
Offline

Joined: 01.05.2014, 08:18
Posts: 23
Im not sure how your Bindings are working..
Could you make a small demo?


Top
 Profile  
Reply with quote  
 Post subject: Re: python cffi bindings
PostPosted: 27.01.2016, 00:50 
Offline

Joined: 29.04.2014, 21:25
Posts: 3
Okay, a year and a half later, I got busy with other projects.

Anyway, I just updated the repository with an ObjectOriented wrapper, and it includes a set of simple examples.
I also have integration with the Newton Game Dynamics and a simple example using that, if anyone is interested I'll be making it available soon.


Top
 Profile  
Reply with quote  
 Post subject: Re: python cffi bindings
PostPosted: 27.01.2016, 00:57 
Offline

Joined: 29.04.2014, 21:25
Posts: 3
As for the version of Horde3D used, the low level wrapper is dynamically generated at runtime, so it will wrap any version of Horde3D (and glfw3) that has roughly the same header structure. The OO wrapper requires a particular set of functions to be available; with automatic type coercion, it is somewhat flexible about versions, but may need slight tweaking if numbers of arguments change.

I'm using https://github.com/horde3d/Horde3D/trunk for testing and development.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group