15 Apr 2009

N3 SDK Apr 2009 download

Here's the new SDK (see previous post), I hope releases will be a little more frequent in the future. As always, source code for the Xbox360 or Wii versions is not included for obvious legal reasons.

http://www.radonlabs.de/internal/N3SDK_Apr2009.exe

Have fun!

25 comments:

guardian said...

will you keep updating the google code project?

thx for this release

Floh said...

I'm not directly involved with the Google Code version. We (Bruce, Leaf, me) haven't found a perfect way how to automatically sync external code repositories (like Sourceforge or Google Code) with our inhouse version. All I can realistically do on my side is doing a somewhat clean code drop ripped from our inhouse servers from time to time. It's not perfect but it works ;)

isav said...

>Have fun
will have :)

xuebai5 said...

THANK YOU SO MUCH!!!!

风之翼CC said...

Nice work indeed.
well,can U do me a favor?
since last release version, testgame.exe and testrender_win32.exe always crash, seems to be missing some resource:)

guardian said...

i guess those two executables serve as demos/examples?

xoyojank said...

god bless you

Larry said...

Thanks for the release though I can only succesfully run the testeviewer.

testgame throws an assertion that basegamefeatureunit singleton is not valid. In the source, its looks like only the physics feature is attached, should there be more features attached?

Koudy said...

Hello, has nebula any visibility culling (oct, bsp)?

Thanks Koudy

Floh said...

@Larry: yeah, the testgame.exe is broken at the moment, we moved the BaseGameFeature out of the standard application recently. The whole App layer isn't set in stone yet. Some features are too dependent on others. It's good to get old N2/Mangalore code up and running quickly, but isn't a good example of clean design I'm afraid.

@Koudy: N3 uses a quite flexible hierarchical visibility approach, out-of-the box it can be a quadtree/octree culler, but with a bit of work it could also do portal culling, or anything else really. What we don't do currently is GPU-assisted occlusion culling. I experimented around with this in N2 for the past few years, but haven't found a reason or general usage scenario where GPU-based occlusion culling is generally better then some specialized higher level culling approach. This doesn't mean that hardware culling is bad, just that we didn't have a need for it yet.

Arrecio said...

Hey man, what about a very beginners Started Guide? BTW can I use N3 with VC++ 2008 Express Edition? Every Solution is broken openning it with that.

Anyway, nice work man, I just discover N3 and looks very very good.

isav said...

2Arrecio
I think for very beginners is better to use else engine...

2Floh
with nebula 2 you use gtkradiant or your own editor? if it's not a secret, what plans about level editor do you have for nebula 3?

Arrecio said...

2isav:
I mean very beginners with Nebula, not game programming, the class api isnt enought for that. First thing I want to know is Express editions are ok for the SDK solutions, i havent full VS at home, btw where are nidl and libs projects, libraries or so?. My purpose is educational atm.

isav said...

2Arrecio
oh, sorry. I thought you are new to programming.

Kim, Hyoun Woo said...
This comment has been removed by the author.
Kim, Hyoun Woo said...

See my blog site page who want to run 'testgame' application. I posted quick fix on the problem. (http://kimsama.blogspot.com)

Larry said...

@Kimsama: Thanks for the fix I now get an assert from ..\code\foundation\util\array.h

I've tracked the problem to ResourceDictionary::Load, it seems my resources.dic has 0 entries which causes the assert on line 76 of ..code\render\resources\resourcedictionary.cc

Oscar said...

hey this is great!

a few questions though, how complete/usable is nebula3 at this point? would it be a good idea to port/move from N2 (with some working game code) to N3? and how complicated would that be?

Gabriel Hasbun-Comandari said...

Oscar: I think it is better to start from scratch.

BlackHornet said...

Ok, i downloaded the SDK and tried to compile it.

Im using VC2008EE, installed all needed SDKs and tools.

But compile failed because d3dx9.h cannot be found, INCLUDE path is set...im ready to scream, its frustrating, that nothing help.

Today i will try installing VS2005 PE from my work at home, just to see if this works.

Larry said...

@BlackHornet

Looks like you thhe the DirectX 9 SDK, its a separate download - doesnt come with the IDE or the Platform SDK

Emilio Santos said...

Hi, I'm running away from Ogre for a project and I installed the sdk. Seems like a great alternative but I would like to have a brief email conversation before I commit to it. What would be the best way to contact you? My email is xkp.santos at gmail. Could you drop me a line? thanks!

BlackHornet said...

@ Larry as I said, I installed all needed SDKs

DirectX I used this one: http://www.microsoft.com/downloads/details.aspx?FamilyID=24a541d6-0486-4453-8641-1eee9e21b282&displaylang=en


in the evening i will try VS2008 PE

Gabriel Hasbun-Comandari said...

BlackHornet, try to post at least the errors, at the nebula open source site:

nebuladevice.org

立冬 said...

Lib files of release version are much bigger than debug version. Why ...