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le 3d and existing code


cassius
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When leadwerks 3d comes out will we have to start again from scratch or will our existing code be usable with a little alteration here and there?

 

I am mostly concered with bmax code.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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The code is 86.73291% compatible between LE2 and LE3.

Little incompatibilites are to be expected in the way how you could directly access attributes and methods of classes in BlitzMax, but it could be possible that Josh provides a OOP wrapper for BlitzMax too to even things out (or that the community writes one).

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
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I think LE3 comes with official headers for C, C++, BlitzMax (procedural, not sure about OOP), C#, Lua. And for other languages you have to write them yourself, based on the C or C++ headers, depending if your target language supports OOP or not.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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When leadwerks 3d comes out will we have to start again from scratch or will our existing code be usable with a little alteration here and there?

 

I am mostly concered with bmax code.

The command set is very similar, but I would not expect code to compile with no changes.

My job is to make tools you love, with the features you want, and performance you can't live without.

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It looks to me that it would be better to start a new project with le 3 and possibly continue current project with le 2.Since the graphics quality will be different and no terrain with first version of le 3 I think the requirements will be substantialy different between the two even if the commands are similar.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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