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klepto2

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Blog Comments posted by klepto2

  1. In theory the generated dll can be used in plain c.

     

    Here i have an example of a wrapped constructor:

    SWIGEXPORT void * SWIGSTDCALL CSharp_new_Plane__SWIG_1(float jarg1, float jarg2, float jarg3, float jarg4) {
     void * jresult ;
     float arg1 ;
     float arg2 ;
     float arg3 ;
     float arg4 ;
     Leadwerks::Plane *result = 0 ;
    
     arg1 = (float)jarg1;
     arg2 = (float)jarg2;
     arg3 = (float)jarg3;
     arg4 = (float)jarg4;
     result = (Leadwerks::Plane *)new Leadwerks::Plane(arg1,arg2,arg3,arg4);
     jresult = (void *)result;
     return jresult;
    }
    

     

    The CSharp part at the beginning might be changed to something else, but i need to figure out how to do this safely.

  2. to be honest, I don't have source access (apart from small snippets Josh helped me out to fix some sceneloading issues, thx Josh). Even if you don't have source acces but using Blitzmax combined with blide you have access to much lower level function of Leadwerks. And with this in mind i explored some of the "hidden" functions and added them to the dll.

  3. no, I have written my own sceneloader which is shown in the video. The vegetation functions are real engine functions. They are already integrated since Josh has added the new vegetation system but he never offically support them and so he never exposed them to the public. In short the vegetatio nare native inbuilt functions and no hack with temorary sbx files or the like.

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