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Re: BlendELF WIP particles
[Re: Frederick_Lim]
#318333
04/07/10 07:57
04/07/10 07:57
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@Frederick_Lim SWIG (the script binding generator I use) doesn't suppor generating bindings for spl or pawn, so adding support for them at this point wouldn't be trivial. Also there are no plans for adding new scripting languages soon since lua does its job pretty well. Ofcourse if you know C/C++, you could try to add the bindings even yourself, since the whole bindings API resides in binds.h, which is just a big list of defines and function declarations . So it isn't completely impossible.
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Managed BlendELF
[Re: Rei_Ayanami]
#318999
04/11/10 12:53
04/11/10 12:53
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MichaelGale
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Everyone who likes to code in C# or other .NET languages, should check out this post in the BlendELF forums. Basically, I spent some time on writing a .NET wrapper for BlendELF today which lets you use the engine in, for instance, C#. It also allows you to use the renderer in a Windows Forms application: Michael
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Re: Managed BlendELF
[Re: Redeemer]
#319157
04/12/10 16:44
04/12/10 16:44
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Joined: Jun 2006
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Germanunkol
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Are you adding something like the streak or beam flags?
Also, just out of interest, can parameters be given to the entities? (As in parameters that aren't predefined)
~"I never let school interfere with my education"~ -Mark Twain
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Re: Managed BlendELF
[Re: Germanunkol]
#319198
04/12/10 22:46
04/12/10 22:46
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No streak or beam flags yet . Parameters as in properties are on the TODO list (pretty high on the TODO list might I say). Scheduled for 0.91 release.
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