Playing with 3D on Cerberus-X

JaviCervera

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3rd Party Module Dev
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Jul 12, 2017
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I have been playing with 3D on Cerberus-X, and came up with this:

vortex2_vangogh.jpg


Here is an executable file for Windows (64 bits only, I get an OpenAL linking error when building for 32 bits):

https://www.dropbox.com/s/vfwxuq5uzc0djyi/vangogh.7z?dl=0
 
Yes, Vortex2. I am still working on it, although I was thinking about making a major API change to it (I want it to be low-level, but with a simpler syntax than it currently has) and is still pending changes and bug fixes (and it needs documentation too!), so I haven't released it officially yet.
 
Looks really good! Is it going to be a new target?
 
No need to, it works with current Glfw3, Glfw3+Angle, iOS, Android and HTML5 targets.
 
Looks good, I was hoping vortex would continue to see some development. Good luck!
 
I was hoping vortex would continue to see some development
Same here. I have a 3D game in the works, developing it sloooooowly in a different tool. Would love to be able to use Cerberus X for it. What I was not very fond of in Vortex 1 was that you needed to convert models. I would love to use OBJs, fbx, etc. directly.
 
The problem with that would be that I would have to write the importers myself. OBJ file format is easy and would't be a lot of work, but FBX is way more complicated.

The new meshtool included in vertex 2 should make it very easy to import meshes in serveral formats, edit their properties (like textures, shininess, and other material properties), and export them to Vortex2 native format.
 
The new meshtool included in vertex 2 should make it very easy to import meshes in serveral formats, edit their properties (like textures, shininess, and other material properties), and export them to Vortex2 native format.
Sounds great! Looking forward to it.
 
This looks awesome! I downloaded both examples.
 
Look great! BTW: Building 32 bit apps should work again, have fixed that with the latest release.
 
While the app builds, I have catched a bug with 32 bit builds. On the GLFW target, when building any application (not just Vortex ones), method OnRender always crashes in Release mode if this is set:

#GLFW_WINDOW_RESIZABLE=True
 
Interesting, thanks. Only for 32 bit?
 
Hmm strange...

BTW: Do you have any ETA when your Vortex Engine will be available? Could you provide a working WIP? Would love to test it as I (always) have a 3d game in the pipeline but minib3d was a bit too slow...
 
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Actually, Vortex2 is already available on Github, on the vortex2 branch of the Vortex repository:

https://github.com/JaviCervera/vortex/tree/vortex2

The thing is that Vortex was originally conceived as a very low-level library, where you have to deal directly with things like matrices, transforms and render list management. The current version of the repository, the documentation and the samples use that low-level library, but I want to change that before releasing it officially.

I have written a layer on top of that which provides a more Blitz-like interface, with classes like Entity, Camera, Model, Light, Sprite and World. It is basically done, so I just have to clean it up a bit and upload this to the repository.

Then, I will update the included samples to make something more visually appealing (something in the lines of what I posted in this thread) and write documentation for everything, and it will be time to release it officially.

The good news is that I am on holidays this month, so I have more time to get some work done on Vortex2. I'll spend a reasonable amount of time on it next week (I'll be out of home for the weekend), and a semifinal version (without documentation) might be uploaded sometime next week.
 
Great! Will look deep into it as I don't like Unity that much and would love to use this for my next 3d game.
What kind of meshes does it support? Is there stuff like particles? Physics? Probably not I guess?

Thanks so much for offering that! :)
 
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