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Kambi VRML game engine
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Game engine oriented towards VRML and X3D. Main features: processing and OpenGL rendering of 3D models (in VRML and other formats), animation, collision detection, shadows, 3d sound, ray-tracer. Written using ObjectPascal (compiled by FreePascal).
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16:10 on Feb 09, 2010
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The last message was received 3.05 days ago at 14:53 on Feb 06, 2010
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14:53 Saturdayvrmlengine
Commit by kambi :: r5511 /trunk/compile_all_programs.sh: (link)

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13:50 Saturdayvrmlengine
Commit by kambi :: r5510 /trunk/www/htdocs/ (vrmlengine.css vrmlengine_functions.php): (link)

  • ok, add back *slight* bg around screenshot images
  • on changes_log, also modify bg screenshot
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13:50 Saturdayvrmlengine
Commit by kambi :: r5509 /trunk/www/htdocs/ (5 files in 2 dirs): (link)

  • style table of contents --- dotted underline, solid underline and yellow bg on hover
  • style screenshots --- no border around (it seems everyone knows now that screenshots are clickable...), border on hover
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13:50 Saturdayvrmlengine
Commit by kambi :: r5508 /trunk/www/htdocs/ (2 files in 2 dirs): (link)

  • move medium_image_progs_demo and such php functions to vrmlengine_functions.php (they are not general for kambi-php-lib)
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13:49 Saturdayvrmlengine
Commit by kambi :: r5507 /trunk/castle/Makefile: (link)

  • update castle/Makefile to make and clean castle-process-3d-model binaries
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13:49 Saturdayvrmlengine
Commit by kambi :: r5506 /trunk/castle/data/kambi-castle-utils.el: (link)

  • comments about depreciation added to kambi-castle-utils.el
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13:49 Saturdayvrmlengine
Commit by kambi :: r5505 /trunk/kambi_vrml_game_engine/doc/TODO: (link)

  • updated todos - some new ideas, but they can wait post 2.0
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13:49 Saturdayvrmlengine
Commit by kambi :: r5504 /trunk/kambi_vrml_test_suite/kanim/ (2 files): (link)

  • outdated "# add some textures" comment
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13:48 Saturdayvrmlengine
Commit by kambi :: r5503 /trunk/kambi_vrml_game_engine/src/base/kambizstream.pas: (link)

  • cast to PtrUInt right before PByte too, to avoid warnings about convertions
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13:46 Saturdayvrmlengine
Commit by kambi :: r5502 /trunk/kambi_vrml_game_engine/src/vrml/ (vrmlnodes_1.inc x3d_networking.inc): (link)

  • improve inline's FInlined setting in LoadedInlineDirectly and DeepCopyCore
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13:45 Saturdayvrmlengine
Commit by kambi :: r5501 /trunk/ (4 files in 2 dirs): (link)

  • Add SaveAsRootNode to TVRMLRootNode* and IVRMLRootNode. Inlines, after loading, set this to false. This fixes "castle-process-3d-model fountain_final.wrl" with expanded interfaces.
  • simplify castle-process-3d-model due to "Inlined" property, and no need for TNodeInlineLoadControl
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13:43 Saturdayvrmlengine
Commit by kambi :: r5500 /trunk/kambi_vrml_game_engine/src/vrml/ (2 files in 2 dirs): (link)

  • TNodeInlineLoadControl is now just a descendant of TNodeInline, this simplifies a lot of inline-dealing code.
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13:41 Saturdayvrmlengine
Commit by kambi :: r5499 /trunk/kambi_vrml_game_engine/src/vrml/ (vrmlnodes_1.inc x3d_networking.inc): (link)

  • compilation fix (FInlined: TVRMLNode decl)
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13:40 Saturdayvrmlengine
Commit by kambi :: r5498 /trunk/kambi_vrml_game_engine/src/vrml/ (vrmlnodes_1.inc x3d_networking.inc): (link)

  • all three Inline nodes make public Inlined property, synched with Children[0].
  • also, loading VRML 1.0 inline secured to only make VRMLWarning on failure
  • also, vrml 2.0 inline nodes fixed: they were doing PathFromWWWBasePath twice on the same path (actually harmless, but useless)
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13:38 Saturdayvrmlengine
Commit by kambi :: r5497 /trunk/castle/source/castle-process-3d-model.pasprogram: (link)

  • update PositionInParent, to make castle-process-3d-model result look more similar to original
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13:37 Saturdayvrmlengine
Commit by kambi :: r5496 /trunk/castle/source/castle-process-3d-model.pasprogram: (link)

  • castle-process-3d-model comments improved
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13:36 Saturdayvrmlengine
Commit by kambi :: r5495 /trunk/ (5 files in 2 dirs): (link)

  • remove castle-view-model, this was a bad idea. What I *wanted* was to have a way to view the level 3D file, with it's processing applied (normalMaps etc.) in view3dscene and other programs (e.g. shadow_volume_test and bump_mapping demos use fountain model for tests). castle-view-model didn't give me this. Instead, castle-view-model tried to essentially duplicate view3dscene work --- soon I would need there a way to switch cameras examine/walk, soon I would a key to turn on/off collisions etc. Useless, as view3dscene already does this all. Moreover, this was complicating castlelevel.pas implementation (since it used TLevel). + castle-process-3d-model is introduced instead. This really only processes VRML model, and you can send it to view3dscene or anywhere else.
  • RemoveSpecialCastleNodes stuff moved from view3dscene to castle-process-3d-model
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13:34 Saturdayvrmlengine
Commit by kambi :: r5494 /trunk/castle/source/ (4 files): (link)

  • Damn it. Revert TLevelUsage and such changes, go back to simple MenuBackground:boolean. These were useless after all -- luView turned out useless, and what's more: I realized castle-view-level was a bad idea. So this whole stuff was pretty much useless.
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13:32 Saturdayvrmlengine
Commit by kambi :: r5493 /trunk/castle/source/castle-view-level.pasprogram: (link)
+ adding castle-view-level.pasprogram: simply view the level
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13:31 Saturdayvrmlengine
Commit by kambi :: r5492 /trunk/castle/source/ (4 files): (link)

  • add Usage: TLevelUsage instead of previou MenuBackground: boolean, to support also luView mode
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