Monday, March 4, 2013
Sunday, March 3, 2013
Saturday, March 2, 2013
Alpha Release Build 20
Real Library SDK is a C++ toolbox that can create virtual reality worlds. It is powered by some thirdparty libraries as illustrated in the image below.
You can download the Alpha Release version in Download page.
Also there are some tutorials for how to use it in tutorial page.
See the doxygen for yourself. ( The doxygen is in greek but will soon be translated. )
You can download the Alpha Release version in Download page.
Also there are some tutorials for how to use it in tutorial page.
See the doxygen for yourself. ( The doxygen is in greek but will soon be translated. )
New tutorials
5 new tutorials added. |
Updated namespace layer |
- Tutorial 1 - Minimum
The minimum code to compile a real library program. - Tutorial 2 - Basic
A ball bouncing on the floor. - Tutorial 3 - Actor
Learn how to use the actor. Actor is the users character. - Tutorial 4 - Audio
Learn how to make a sound. - Tutorial 5 - Scripts
Learn how to gain access to the library from scripts.
initDevices.lua, items.lua, scene.lua, world.lua, update1.lua, update2.lua
Friday, March 1, 2013
Basic use of library
//#pragma comment( linker,
"/subsystem:windows /ENTRY:mainCRTStartup" )// Make console window
stay closed.
#include <RealLibrary.h>
#pragma comment( lib, "Real
Library.lib" )
using namespace real;
using namespace real::core;
using namespace
real::input;
using namespace
real::graphics;
using namespace
real::physics;
using namespace
real::audio;
using namespace
real::script;
using namespace real::bind;
using namespace real::base;
//int HK_CALL main( int argc,
const char** argv )
int main( int argc, const char** argv )
{
// Bind scripts.
bindReal(
SCRIPTDEVICE.getState() );
// Initialize scene
SCRIPTDEVICE.runScript(
"myScriptPath.lua" );// SOS here put your own Lua script!!!!!!!!
// Simulation loop.
while( GRAPHICSDEVICE.isRunning() )// Exit loop if graphicsdevice is not running.
{
if ( GRAPHICSDEVICE.isWindowActive() )// Check if window is active in order to pause devices.
{
// Update devices.
ACTOR.update();// it holds the camera so camera is also updated.
APPLICATION.update();// Update application logic.
INPUTDEVICE.update();// Check for user input.
PHYSICSDEVICE.update();// Do a simulation step.
GRAPHICSDEVICE.render();// Render scene.
}
else
GRAPHICSDEVICE.yield();
}
}