Horde3D

Next-Generation Graphics Engine
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 Post subject: Extension tutorial?
PostPosted: 30.06.2008, 17:47 
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Joined: 20.01.2008, 07:16
Posts: 15
This is more of a suggestion than a question, but would someone mind documenting or explaining the Horde3D extension interface? Maybe write a tutorial that creates a simplistic one?

Following the terrain extension seems like it only shows a specific use of the interface, what else can be done? And surely, not all extensions should be coded like the terrain one. :)

Thanks.


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 Post subject: Re: Extension tutorial?
PostPosted: 30.06.2008, 18:26 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Dark_Kilauea wrote:
This is more of a suggestion than a question, but would someone mind documenting or explaining the Horde3D extension interface? Maybe write a tutorial that creates a simplistic one?

There really isn't much to tell - just dissect the Terrain extension. Pretty much you create a Node subclass, renderer what you want with pure OpenGL, and register it with the resource system :)

Dark_Kilauea wrote:
Following the terrain extension seems like it only shows a specific use of the interface, what else can be done? And surely, not all extensions should be coded like the terrain one.

Anything you can dream up! I think you will find that the terrain extension is pretty representative of extensions. The only difference you probably want to consider is externalising most of the extension. My planet renderer uses an extension module to render tiles - everything else is run outside the engine using callbacks, which allows me to keep all of the logic engine-independent.

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