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Programming overview


Roland
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Hi

 

I'm trying to catch up a little on latest additions and news as I have been

away from Leadwerks for a couple of months. When doing that I created

a diagram of the diffrent parts. I dont know if I got it all right so I guess

many eyes are better that my two. Here is a schematic on my understanding

of the Leadwerks system. Please tell if I forgot something or there are errors.

 

 

AV MX Linux

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Framewerk is no longer a separate component, it has been integrated with the DLL. If you would include "engine.cpp" in a project you would automatically be able to use Framework. Only BlitzMax has a separate module for Framewerk I believe. Not sure though since I don't use BlitzMax. I also can't judge about the LUA part.

 

Additionally, C# does not use "engine.h" but "Leadwerks.dll" which is a .NET assembly by Ubu (Lazlo on the previous forum).

 

Also note the namechange, it's "Framework" now instead of "Framewerk", except for BlitzMax because appearantly, modules can't be named "Framework".

 

Otherwise looking fine smile.gif

 

Cheers!

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Paul

 

Seems right. I will update my diagram.

Thanks

 

Laurens

 

I do have problems with Framewerk and Framework.

According to Lumooja Framewerk is still needed for those

who needs customization. See my blog here ProjectWizard update

 

This thing with both a Framewerk and a Framework which seems to

overlap is really confusing.

 

And of course you are correct about that C# does not use engine.h.

Thanks

AV MX Linux

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Ah I didn't consider people customizing Framewerk.

 

An attempt to clear up the confusion:

 

Framework - In C# and C++ this is plain old Framewerk compiled into the DLL. No need to include files other than "engine.cpp", or, in the case of C#, "Leadwerks.DLL". BlitzMax does not have this. Not customizable.

 

Framewerk - Plain old Framewerk, separated from "engine.dll". In order to use Framewerk you will need to include the appropriate files in your project ("Framewerk.cpp", "Layer.cpp", "Renderer.cpp", and some other file I possibly forgot). Customizable.

 

Also, again, I do not dare make any assumptions about LUA.

 

Hope that cleared it up a bit smile.gif

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BlitzMax uses the same Framework as the DLL version, but it's used in source code form (like earlier when it was called Framewerk). So in BlitzMax you can customize Framework, although there will be also customization options via callback functions in the DLL version.

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- Engine.exe is not using engine.dll

- GameLib is using LEO, not engine.h

- LUA API is not using engine.h

- BlitzMax, Editor.exe, Engine.exe and engine.dll is using LUA API

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'd add another box for the engine module. This is what the DLL, Engine.exe, and a BlitzMax app all use. Lua actually interfaces directly with the module at the lowest level, so everything that uses the engine module can use Lua.

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

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Maybe you guys can create a combined version that takes the best of both for an official version that can be stickied?

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