Dave Gravel wrote:Hi JernejL thanks.
-do you have working skinned animations done via assimp?
Yes : It's not my final version it is my first implementation test it need a good cleanup.
https://www.youtube.com/watch?v=bTJKEX2Znnc
Here the animations
https://www.youtube.com/watch?v=8F1wR9kXnvM
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About assimp, When you download the assimp sdk you can find in the zip the pascal header.
I have already test this header and assimp working the same it as with c++ under lazarus.
So, wait.. assimp pascal is actually up to date, and it works with lazarus properly - including animations with fbx models?
Dave Gravel wrote:
About pascal yes and no, What you see in the video is only my editor part.
The main project is a plugin write in c++, This plugin initialize GL context, Lua, ImGui, Newton and more..
I have write all my dll export's for use assimp, lua, imgui, newton customjoint and more...
With my plugin it is not a obligation to use my c++ class and object pointer, I can exemple only init the plugin and use my plugin callback from lazarus project and use directly pure gl or newton commands or just write totally new class from lazarus compatible with the plugin.
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I can use my plugin with 3 method.
Method 1: I can use my plugin and my c++ class and object.
Method 2: I can use my plugin only for initialize tools like gl, newton, imgui... and I can use my callback for do puregl or newton commands directly in lazarus.
Method 3: I can use a mix of both first methods.
The good thing for me with this plugin, When I write a new demo or project I don't need to rewrite all initialization parts from all tools. The plugin do it for me and I can start to code directly without redo all work again and again.
Or I can use all my class from Lua script too and build the scene via lua.
This is an interesting approach with plugins, i'm curious tho, why you don't use newton, opengl and the rest directly in fpc? is there a design choice why this works better? I'm compiling myself newton dlls and link to those with freepascal, i make my own headers with an automated newton-header converter.
Dave Gravel wrote:
I have already seen some bero's works in the pass, If i'm not wrong he coding only in pascal objects.
He seen to have done a lot good works, Just I don't very like the code structuration it look like spaghetti code for me
Here I coding only in delphi mode and I prefered write my personal things or logics, The delphi class use more ressources system but it is a lot more readable and easy to use for me.
It's not very a good idea to mix pascal object, delphi and c++ It can become quickly a mess about the pointer the 3 languages use different class and pointer method.
Many of my code is write in lazarus delphi mode but it is c++ translation, I have some fun to reproduce c++ code under lazarus delphi mode.
I very love lazarus ide, I very love c++ too but my knowledge is better under delphi coding.
Bero's work is really crazy, but he has a principle that he sticks to - his stuff is made to "just work" - and that in any project as drop-in units, he lacks examples, but i've figured out how his stuff works, and managed to integrate besen scripting and pasmp threads into my game, so in essence, i have javascript scripting in the game, and that's surely going to be an interesting approach - even tho it might turn out to be a bad choice down the road, i think accesibility of javascript might make up for it.