Monday, March 4, 2013

Sunday, March 3, 2013

Saturday, March 2, 2013

Real Library - Demo Application



Alpha Release Build 20

Real Library SDK is a C++ toolbox that can create virtual reality worlds. It is powered by some thirdparty libraries as illustrated in the image below.





You can download the Alpha Release version in Download page.


Also there are some tutorials for how to use it in tutorial page.

See the doxygen for yourself. ( The doxygen is in greek but will soon be translated. )

New tutorials

5 new tutorials added.


Updated namespace layer



Friday, March 1, 2013

Basic use of library



//#pragma comment( linker, "/subsystem:windows /ENTRY:mainCRTStartup" )// Make console window stay closed.

#include <RealLibrary.h>

#pragma comment( lib, "Real Library.lib" )

using namespace real;
using namespace real::core;
using namespace real::input;
using namespace real::graphics;
using namespace real::physics;
using namespace real::audio;
using namespace real::script;
using namespace real::bind;
using namespace real::base;

//int HK_CALL main( int argc, const char** argv )
int main( int argc, const char** argv )
{
       // Bind scripts.
       bindReal( SCRIPTDEVICE.getState() );
      
       // Initialize scene
       SCRIPTDEVICE.runScript( "myScriptPath.lua" );// SOS here put your own Lua script!!!!!!!!
      
       // Simulation loop.
       while( GRAPHICSDEVICE.isRunning() )// Exit loop if graphicsdevice is not running.
       {
              if ( GRAPHICSDEVICE.isWindowActive() )// Check if window is active in order to pause devices.
              {
                     // Update devices.
                     ACTOR.update();// it holds the camera so camera is also updated.
                     APPLICATION.update();// Update application logic.
                     INPUTDEVICE.update();// Check for user input.
                     PHYSICSDEVICE.update();// Do a simulation step.
                     GRAPHICSDEVICE.render();// Render scene.              
              }
              else
                     GRAPHICSDEVICE.yield();
       }
}