27 Mar 2007

First Nebula3 Snapshot For Download

I have put together a current snapshot of Nebula3: nebula3sdk.zip . Keep in mind that this is all work in progress, and that there's not much to play around with yet (basically only the Foundation Layer, no 3d rendering yet, etc...). But at least you should be able to try out the stuff I'm writing about here. After installation, look for a Nebula3 SDK entry in the start menu and start with the Documentation. Software requirements and compilation instructions can be found there.

Enjoy!

11 comments:

Martin said...

aah... foundation layer..

the very interesting thing... i will play a little bit tonight ;)

IanH said...

Awesome!

Thank You!

joe said...

thanks a bunch! i was giving nebula as a dead project. i bought the toolkit and was a lot unhappy. lets see if you guys can make us smile again. :)

kimsama said...

How about toolkit? Do I should rewrite the 3dsmax toolkit from bottom up again for N3? How about maya toolkit of RL? At my first glance of the related code from the snapshot it seems that I shoud do.

Floh said...

When Nebula3 is officially released at some point in the future, Radon Labs will offer a matching toolkit for Maya. The file formats for meshes and animations will probably be the same or very similar as in Nebula2. The scene node hierarchies (.n2 files) will have different file formates (XML, and a tighter, more optimized binary format). For our toolkit code, only the backend must be changed, most of the actual geometry and scene extraction code won't need to be changed.

Mateu's blog said...

Thanks for this Floh. I'm following your blog, specially all related with Nebula 3. And it looks all very promising.

I've not had time yet to take a deep look into Nebula 3. But I'd like you to read one related post in my personal blog, it is about the usage of four character codes (fourccs).

http://sharedmind.blogspot.com/

Floh said...

Hmm, this seems to be similar to our "Attribute Id's" we have built for Mangalore and which will be integrated in Nebula3 (and heavily used). Attribute Id's are unified string/fourcc/C++-symbol identifiers. When using them in C++ code, you use the C++ symbol (and get a compile error if the attribute id doesn't exist), but you can also get the associated string or fourcc code, which is useful for persistency or communication (since the symbol form is basically a pointer to a static C++ object which doesn't make sence across processes). Attribute Id's are also associated with a datatype (like Int, Float, etc...), and using a mismatching datatype with the attribute id also results in a compile error. I think one of my next blog posts will be about attributes ;)

Mateu's Shared Mind said...

That's great, I didn't know about the attribute ids, but what you say sounds nice, I'll take a good look to them. Thanks for the point.

Mateu's Shared Mind said...
This comment has been removed by the author.
Mateu's Shared Mind said...

Sorry, I deleted my last post, it was badly formatted and was difficult to read.

In my opinion, the attribute ids just share some of the functionality with the symbols, but attribute ids are a much higher level thansymbols. The attribute ids could be implemented on top of the symbol system. Attribute ids come with extra functionality which limits the general applicability of symbols. The symbol system just provides one thing, a constant string, that can be used in many places.

Attribute types can be checked for existence in compile time. This seems good a priori, and probably it is the proper thing with attributes. But this means that attribute ids must be declared and registered explicitly, symbols are aimed to be very simple to use because we thought that if they're more complicated than necessary programmers will not use them. That's why the programmer has just to write NS(symbol) to use a symbol, that's all, and that's why we have written a build system generator to do all the "register" process behind the scenes (we wanted a compile-time solution not runtime). And it would be much simpler if C++ already had symbols meant to be used by the programmer, many other languages have them. Back to the main theme, comparing symbols and attributes (just in the symbol functionality), I think attributes are not that easy to use, you have to define them, register them, and the fourccs are still really there so all problems defined before are still there as well.

rzhou said...

thanks a lot, floh.
i have some code that i think it can help improve your engine. but i can't find your email address. pls contact me with rzhou.sh@gmail.com.