Irrlicht + Boost::Python

What we've accomplished in the first two days: 1. Very lightweight Irrlicht to Python binding using Boost::Python. Only wrapping things as I need them. (Working) 2. 3rd person camera that can rotate around the player. 3. Basic player model with walking animation, working in game. 4. Basic level class and single room level. 5. Compiles and runs in Windows & Linux Tools used: Modeling: Blender 2.42 Luke's (an Irrlicht contributor) WIP B3D exporter Game Engine: Irrlicht 1.3 Python wrapper coding: Boost::Python 1.33 Python 2.5 Code::Blocks (nightly build) in Linux Visual C++ Express 2005 in Windows Python coding: KWrite (in Linux) Food: Frozen pizzas, Mountain Dew, Sun Chips, Gatorade, tea Headache: Ibuprofen

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Well done! :)
any screenshots? sounds interesting...
No screenies yet, maybe tonight or tomorrow after our character has been textured (he currently is not).

TODO:

1. mouse-based movement (Diablo-style)

2. enemies

3. music & sfx, either with Irrklang or Audiere (add this to Python binding)

4. better looking & varied floor and wall panels

5. stats/HUD

6. attacking (firing & melee)

7. particle effects (more Irrlicht wrapper code needed.

That sounds like a lot of things to do. Yikes!

Completed on day 3:

1. main character is textured

2. multiple animations for character (our artist

3. clicking on the floor makes the guy walk to that spot (That's all I did, but its harder than it sounds)

Still, a long way to go. Maybe I'll change gears tonight, and add sound. This involves adding a sound engine to the wrapper, finding some decent sound effects, and triggering them from the game code. The last game comp I did, I waited too long to add sound and it never happened, so I'm going to do it early, even if I lose a little time that would otherwise be spent on game play.

Completed on day 4:

1. New random map generator (hanclinto)

2. Cool, new fixed angle mouse controlled camera system. You'll have to play it to believe it.(steveth45)

3. Dynamic lighting (steveth45)

4. Blaster pistol attached to model's weapon node (smight)

5. Hair attached to model's head node(smight)

6. 2 enemies completed (at least the models)(smight)

7. Health pack(smight)

TODO:

1. Sound effects

2. Player Health

3. completing a level

4. animating enemies, simple AI

5. score

6. Title screen, menu

7. Combat (shooting, melee attacks)

Well, It looks like there is quite a bit left to do, but I'm taking Friday off of my job to finish things up.

actually, I finished 3 enemies yesterday and they should have the animations unless the exporter decided to be funny.
check out the latest screenshot, I put in the robots on my lunch break.
ok, one robot
Very nice! I should have at least one more done and animated before your done at work. maybe an elevator too.
Well, I've got the binding built in Windows, and now I am developing in Windows using Visual C++ Express for the binding and Crimson Editor for the Python code. Here's a hot tip for those building anything with Visual C++: go to project->properties->Configuration Properties->C/C++ and set Runtime Library to "Multi-Threaded" instead of "Multi-Threaded DLL" or else your program will only run on computers with the same version of Visual C++ Express installed. Trust me, this is necessary. It will run fine for you, but not others unless you make this change.