iGame3D March 2008 News.

Posted on March 16, 2008

Binaries of iGame3D Player are available on sourceforge.

These are rather massive (160megs) and full of content.
Future versions will be slimmer and more focused using the newly returned collect for distribution features.

Mac Universal Binary

iGame3D for windows

See the very brief read me for help with keyboard command instructions.

See iGame3D/Data/Help/ for general documentation.

Current downloads incorporate murgaLua 0.6.4.
I can’t say enough good things about that. Check it out.

Dragging and Dropping a Fluid .fl file on to the iGame3D Player icon in the Mac OS X Dock will convert the file to a valid .lua file and run the new script.

Using dofile(“fluidproject.fl”) with iGame3D Player’s default functions loaded will also also intercept the file and convert it.

I’ll apologize in advance for the incomplete nature of the user interface and any bugs you might find therein.

I also forgot the GPL license in this release.

We develop on OS X and I’ve only tested the Windows version in an emulator (which is sloooooooow).

Feedback on the that platform will help much.
For windows iGame3D will save information about your system to “extensions.txt”.

If something should go wrong that file will help us help you,
so please send in an email (see email in read me).

* a note about opening FLUID interfaces and iGame3D levels from the file choosers.

The chooser will only look for a folder for these file types.
For example with Fluid it is looking for “Data/Fluid/Some_Name/” and upon choosing will open the file “Data/Fluid/Some_Name/Some_Name.fl”

For levels it will look for “Data/Levels/Level_Name/” and open “Data/Levels/Level_Name/load script.lua”

Ideally I want to do away with file choosers and handle everything from nice menus or browsers.
Once I figure out a clean way of doing that.

Another word of warning to folks with case sensitive drives

I converted hundreds (a thousand maybe) of free models from TurboSquid and other sources in a marathon two day assault.
Apparently 3DStudioMax is the culprit of turning textures named “sometexture.bmp” to “SOMETEXTURE.BMP” and other nonsense in its .obj’s .mtl files.

After the marathon conversion, I then I had to clean up the textures and models folders to organize the over 2,800 files I’d procured, which then lead to going through hundreds of files by hand to match up the file paths and change out all the .jpg, .tga, .gif and .bmp nonsense to .png.
I’ve done the best I could about weirdo cases when I could.
Your results may vary.

Enjoy.

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July 2007 Updates

Posted on June 30, 2007

Since Going Open Source in April we’ve
brought all of iGame3D Pro External editing functions and commands
into the self contained player application.

Integrated murgaLua, which brings FLTK, SQLite, LuaSocket and Fluid editing to the scene.

Added drag and drop support for lua and Fluid’s exported cxx files.

Updated the GL Font Maker for more accurate and smooth font display.

Arranged an ever growing library of “base” scripts, images, and objects.

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iGame3D multiplayer network

Posted on April 18, 2007

As of April 15 2007 iGame3D External Pro and iGame3D Player application
have been updated with LuaSocket support.

LuaSocket provides access to the following network functionality:
TCP, UDP DNS, FTP, HTTP, MIME, SMTP, Sockets, URL, LTN12

See the LuaSocket Reference Page to learn more.

The first iGame3D tests included multiple user telnet chat via terminal followed by openGL chat and model load synchronization across clients.

Tobi will next attempt to fly a 3D aircraft simultaenously in Germany and Colorado.

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GLFontMaker

Posted on April 12, 2007

GLFontMaker creates font tables for iGame3D
GL Font Maker on Mac OS X
Outputs two PNG files with alpha channel and an Html file for a fast preview. Even images could be placed into a font table and used as custom sprite like objects.

Lua Example Font Table Image Load

loadTexture("data/FontPngs/monaco32_1.png")
loadTexture("data/FontPngs/monaco32_2.png")

loadFont("data/FontPngs/monaco32_1.png", "data/FontPngs/monaco32_2.png")
loadFont("data/FontPngs/crosshairs32_1.png", "data/FontPngs/crosshairs32_2.png")

gTextboxes={}
gNumTextboxes=2
gTextboxes[1]=make(ig3d_text_box, “data/FontPngs/monaco32_1.png”)
setText_boxInfo(gTextboxes[1], IG3D_POSITION, 0, 0)
setText_boxInfo(gTextboxes[1], IG3D_SIZE, 24)
setText_boxInfo(gTextboxes[1], IG3D_COLOR, 1.000000, 0.000000, 0.000000, 1.000000)
gTextboxes[2]=make(ig3d_text_box, “data/FontPngs/crosshairs32_1.png”)
setText_boxInfo(gTextboxes[2], IG3D_POSITION, 0, 0)
setText_boxInfo(gTextboxes[2], IG3D_SIZE, 30)

DOWNLOADS
Mac OS X and Windows Binaries with Revolution Stack
Windows Executable
Mac OS X Universal Binary

### UPDATED JUNE 20 2007
Character table extended and synchronized, font drawing adjusted a few pixels to match the grid.

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