View Full Version : pmG messiah's SDK
Leebre 11-24-2004, 05:07 AM What is the SDK like in messiah? What kinds of things are opened up to 3rd parties? Are there any example/stubb plug-ins to work from?
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Nando
11-24-2004, 07:04 AM
check here for the SDK
http://www.projectmessiah.com/x2/sdk.htm
and also the Project messiah developers group
http://groups.yahoo.com/group/pmGdev/
I dont code, so thats all I know
ThomasHelzle
11-24-2004, 10:58 AM
The SDK is very cool and easy to use. Some areas are superb (everything to do with mesh deformation, shader programming etc.) other areas are not completely there yet (for instance: you can't build alternative lightsources or your own custom interface elements).
There are examples for each available area and some others can be found on the web.
The documentation is partly in the html docs and partly in the headers itself (latest news and some in-depth examples)
If something is missing, make a request. I was able to get several options built in after I asked for them.
What is your main interest?
The examples use VC++ 6 or .net and there are templates and some makros for that environment as well as syntax highlighting.
I have to say I really enjoy working with it.
Cheers,
Leebre
11-24-2004, 08:00 PM
Thanks for the info. My main interest is in seeing what kind of mesh information is exposed. Can I get vertex info for a model, can I modify it, how does my data interact with messiah's and how is it persisted, etc.
ThomasHelzle
11-24-2004, 08:19 PM
Yes, you have extremely fast and easy access to mesh deformation. What you can't do yet is create or delete mesh stuff.
Since messiah is mostly about mesh deformation they implemented that in so called point scan functions where you provide callbacks to functions that then manipulate the points.
You get not only point positions but also point normals delivered automatically so most stuff is very easy to do.
Look into the messiah_mesh.h header and the docs about deformation to see what's there.
If you are after deformation, there will be hardly a more friendly SDK.
For the other question about the data, you can save and load settings into the scenefile and attach data to objects. I haven't needed the latter yet so better take a look at the docs yourself. :)
Cheers,
Leebre
11-24-2004, 10:28 PM
I just quickly skimmed through the install folder so I didn't even notice the SDK directory. :blush: So I was just going by what was in the Doc directory. Wow, that's some awesome documentation. You were right when you said there is hardly a more friendly SDK. Thanks for the help. I'm loving this app more and more with every discovery I make.
ThomasHelzle
11-24-2004, 10:35 PM
hehehhe - no problem :)
If you actually start to code, be sure to make final decisions based on the explanations and functions in the headers. The docs are a bit outdated and are missing some cool stuff. But Lyle did some very thorough examples in the headers.
There is also a developer mailinglist at yahoogroups: http://groups.yahoo.com/group/pmGdev if you get stuck.
Cheers!
Thomas Helzle
Suricate
11-25-2004, 08:21 AM
Thomas, how did you actually get on this Yahoo list ? I applied for membership about ten days back, but I still get the message that my membership is awaiting approval. Is there someone I can contact on this ?
ThomasHelzle
11-25-2004, 12:11 PM
pmG - what shall I say - they have prioritys that I often fail to understand.
They not always live in the same continuum as the users :) "Alien technology"
And with a new patch in the works...
There isn't that much going on currently anyway on that list so just ask here if you have questions - I'll do my best :thumbsup:
Cheers,
Suricate
11-25-2004, 01:47 PM
OK, thanks! :)
Hopefully I soon have some time to play around with the SDK ...
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