Irrlicht Lime is a .NET wrapper for Irrlicht Engine

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greenya
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Post by greenya »

Revan1985 wrote:there is not the method OnAnimate in the SceneNode?
Yes, there is no OnAnimate event in SceneNode.
Thanks for noticing this, i've added it to my todo list.

For now, you can use OnRender to animate you scene node.
m00se
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Joined: Thu Jun 09, 2011 8:35 am

Post by m00se »

@ Greenya: first of all, thank you very much for your effort. IrrLichtLime is really a great product.

I'm currently having a problem: IrrLichtLime runs fine on one pc, but not on another, although everything sounds fine:
- DirectX9
- .NET 4.0

It's both the tutorials as my own software that does not run on that pc. Any idea?

Thanks.
greenya
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Post by greenya »

Please try to install Microsoft Visual C++ 2010 Redistributable Package (x86) on another machine.
m00se
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Post by m00se »

I installed the C++ redistributable on the other pc, but the problem remains.

One of the tuturial-exe's gave an error containing the message that msvcr100d.dll is missing; the others just gave rather meaningless errors.
greenya
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Post by greenya »

m00se wrote:I installed the C++ redistributable on the other pc, but the problem remains.
2010? If you instaleld 2008 or even if you have installed vs2010 on that machine - it still may not run. I had some issues myself and people emailed me about strange FileNotFoundException on the start, and after installing visual c++ 2010 redistr problem was solved.

-------- added ---------

Also i see you are trying to use debug exes on another machines, becase of msvcr100d.dll. Note: debug dlls are only available if vs2010 is installed, so use only release for "another" machine.

So check:
1. must be Release build
2. .NET Framework 4.0 must be installed
3. visual c++ 2010 redistr must be installed
m00se
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Post by m00se »

I did indeed made the mistake to test the tutorials from the debug instead of the release folder. Those form release do run fine!

However, my program still does not :D
It is a release build, pc has .NET 4.0 and c++ 2010 redistr.
greenya
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Post by greenya »

m00se wrote:However, my program still does not :D
It is a release build, pc has .NET 4.0 and c++ 2010 redistr.
Make sure you are using not only Release build of your app, but also Release build of IrrlichtLime.dll (about 750kb) and Irrlicht.dll (about 2 Mb).
m00se
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Post by m00se »

greenya wrote: Make sure you are using not only Release build of your app, but also Release build of IrrlichtLime.dll (about 750kb) and Irrlicht.dll (about 2 Mb).
Ok, now it works! I was indeed using the wrong dll's.

Thanks a lot for your fast replies.
EagleEye
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Joined: Thu Jul 14, 2011 9:02 pm

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by EagleEye »

I'm sorry to bump this after over a month or so, but this seems like the most appropriate place to post this. I'm having trouble figuring out how to use the KeyMap thingy. This is what I have so far:

Code: Select all

 
            KeyMap keyMap = new KeyMap();
            Dictionary<KeyAction, List<KeyCode>> dict = new Dictionary<KeyAction, List<KeyCode>>()
            {
                {KeyAction.MoveForward, new List<KeyCode>() { KeyCode.Up }},
                {KeyAction.MoveBackward, new List<KeyCode>() { KeyCode.Down }}
            };
            keyMap.Map = dict;
            CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100.0f, 0.3f, 0, keyMap, true, 3.0f);
 
But it doesn't seem to work. Example 21 isn't included either, leaving me utterly confused. How am I supposed to assign the dictionary to KeyMap?

Edit: After stepping back for a little while, I realized how to do it:

Code: Select all

            KeyMap keyMap = new KeyMap();
            keyMap.Map.Add(KeyAction.MoveForward, new List<KeyCode>() { KeyCode.Up, KeyCode.KeyW });
            keyMap.Map.Add(KeyAction.MoveBackward, new List<KeyCode>() { KeyCode.Down, KeyCode.KeyA });
WaxyChicken
Posts: 95
Joined: Sat Jun 25, 2011 6:15 am

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by WaxyChicken »

well i'm bumping it too, Eagle Eye:

If i create an event handler to catch mouse clicks, i lose the mouse.move link with the FPSCamera rotation.

How can i still let irrlicht & irr.Lime handle (Mouse Rotates Camera) and still be able to catch (MouseEventType.LeftDown) ?
_______________________________________________________
You could argue with me all day long about which language is best.
But what it comes down to is:
which language is best for YOU and which language is best for ME.
WaxyChicken
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Joined: Sat Jun 25, 2011 6:15 am

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by WaxyChicken »

I found i can run a Mousehook side by side with Irrlicht & IrrlichtLime FPSCamera MouseHook with no problems.
it adds code and reduces performance because you're calling 2 seperate events (the one in the added mousehook, and the one built into irrlichts), but not significantly.

But if anyone gets around to answering my above question, i will still be grateful.
(i'm a stickler about keeping my code tidy and removing unneeded code)
_______________________________________________________
You could argue with me all day long about which language is best.
But what it comes down to is:
which language is best for YOU and which language is best for ME.
WaxyChicken
Posts: 95
Joined: Sat Jun 25, 2011 6:15 am

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by WaxyChicken »

taken from example 21:
Public Variable As tQ3EntityList

tQ3EntityList is defined as: part of the IQ3Shader.h file of the Irrlicht Source: http://irrlicht.sourceforge.net/docu/na ... 75fd449c9e

typedef core::array< IEntity > irr::scene::quake3::tQ3EntityList


Definition at line 688 of file IQ3Shader.h.

typedef core::array< core::stringc > irr::scene::quake3::tStringList

Definition at line 79 of file IQ3Shader.h.

typedef core::array< video::ITexture* > irr::scene::quake3::tTexArray

Definition at line 80 of file IQ3Shader.h.
Is this file not wrapped?

and... Have you abandoned this project?
_______________________________________________________
You could argue with me all day long about which language is best.
But what it comes down to is:
which language is best for YOU and which language is best for ME.
greenya
Posts: 1012
Joined: Sun Jan 21, 2007 1:46 pm
Location: Ukraine
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Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by greenya »

>> Is this file not wrapped?
No it's not. There is no wrapping for irr::scene::quake3 members.

>> and... Have you abandoned this project?
I believe this is temporary only.
m00se
Posts: 5
Joined: Thu Jun 09, 2011 8:35 am

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by m00se »

Making a new project using IrrlichtLime, and still loving it.

I do need some physics however (not very fancy, just gravity, collision etc.). I did find a lot of physics engines that work together with Irrlicht, however I don't know how to get any of these started with IrrlichtLime/C#. Anyone know a "getting-started-with-physics-in-IrrlichtLime-for-dummies"?

Thanks
m00se
serengeor
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Location: Lithuania

Re: Irrlicht Lime is a .NET wrapper for Irrlicht Engine

Post by serengeor »

m00se wrote:Making a new project using IrrlichtLime, and still loving it.

I do need some physics however (not very fancy, just gravity, collision etc.). I did find a lot of physics engines that work together with Irrlicht, however I don't know how to get any of these started with IrrlichtLime/C#. Anyone know a "getting-started-with-physics-in-IrrlichtLime-for-dummies"?

Thanks
m00se
You could find a .NET wrapper for a physics engine and just use it.
Here's a bullet wrapper for .NET : http://code.google.com/p/bulletsharp/
You'll have to make it work with irrlicht lime, I think the same way as it is done with c++ (update nodes transformation by physics body transformation etc.).
Working on game: Marrbles (Currently stopped).
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