Ruby & Ogre, Week 2
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- Gnoblar
- Posts: 19
- Joined: Sat Apr 02, 2005 5:49 pm
- Location: Texas
Ruby & Ogre, Week 2
I started with the earlier ruby+ogre project and wanted to do something quick and fun. This one is actually (non)interactive fiction. It is extremely short. Like a minute of playtime .
It's using ruby + ogre, which I posted about in a previous thread. And it has a bard's tale-type movement system(grid-based).
Here's a link to the source release(linux):
http://cs.ttu.edu/~garcia/onHome/onHome-v0.3.0.tar.gz
Requirements:
Scons - cross platform automake replacement
Swig - for the ruby bindings
Ruby (1.8 tested, if you get 1.6 working let me know )
Ogre 1.0 Final
Build instructions:
'scons'
'sh runGame.sh 1'
Comments and crits welcome.
- Kristian
- Hobgoblin
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- Location: Copenhagen, Denmark
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- Gnoblar
- Posts: 9
- Joined: Sat Apr 30, 2005 11:09 pm
- Location: Germany
- Contact:
Well guessing from the first thread (look here), he just made some classes in C++ to wrap a few ogre-functionalities, he needed:
"Note: I did not wrap Ogre using Ruby, instead I wrapped small parts of vector, and used facade classes in c++ to load meshes/etc."
I don't see a chance of a ruby-port/wrapper in the near future, but you might want to take a look at pyOgre. They switched to SWIG, for generating the wrapper code, which also supports ruby. But as far as I know, there are still a lot of python-specific things done.
If you plan to use ruby, the best way seems to do parts in C++ and other parts in Ruby, using your own Wrapper-Classes.
"Note: I did not wrap Ogre using Ruby, instead I wrapped small parts of vector, and used facade classes in c++ to load meshes/etc."
I don't see a chance of a ruby-port/wrapper in the near future, but you might want to take a look at pyOgre. They switched to SWIG, for generating the wrapper code, which also supports ruby. But as far as I know, there are still a lot of python-specific things done.
If you plan to use ruby, the best way seems to do parts in C++ and other parts in Ruby, using your own Wrapper-Classes.
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- Gnoblar
- Posts: 19
- Joined: Sat Apr 02, 2005 5:49 pm
- Location: Texas
You're right x90nop,
There is support for Mesh loading/other basic functionality, but all implemented as facades. This leads to a somewhat less complete wrapper than pyOgre provides, but on the plus side everything written has been tested at least once and all the swig bindings are not language specific.
Anyway, I think it's a more game-centric approach to wrapping ogre, at least for my needs. Then again, writing a specific facade is much more complex than using a prewritten binding, and you do have to deal with C++/Swig.
I'm kinda embarassed as to how this game turned out visually, after spending a few weeks learning 3d art to a much larger extent, but I do have a self executing windows version of the game (no dependencies). It's here: http://cs.ttu.edu/~garcia/onHome/onHome-v0.3.0.exe
There is support for Mesh loading/other basic functionality, but all implemented as facades. This leads to a somewhat less complete wrapper than pyOgre provides, but on the plus side everything written has been tested at least once and all the swig bindings are not language specific.
Anyway, I think it's a more game-centric approach to wrapping ogre, at least for my needs. Then again, writing a specific facade is much more complex than using a prewritten binding, and you do have to deal with C++/Swig.
I'm kinda embarassed as to how this game turned out visually, after spending a few weeks learning 3d art to a much larger extent, but I do have a self executing windows version of the game (no dependencies). It's here: http://cs.ttu.edu/~garcia/onHome/onHome-v0.3.0.exe