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Posted

Hello,

 

I just downloaded the evaluation kit, and try to make it work with Blitzmax.

 

always getting :

Compile Error

Can't find interface for module 'leadwerks.engine'

 

where is that leadwrks.engine ? and how do I include it in Blitzmax

 

Thanks

Posted

You'll need to copy the contents of the "C:\Leadwerks Engine SDK\BMX" folder to "C:\BlitzMax". There's a BlitzMax module and a static library needed to compile.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

ok, got a bit further, now Im getting 'Unhandled Exception:Failed to initialize engine' with the framewerk example or 'Failed to create world' with the project example

Posted

Im just trying to run any sample that comes with it, the basic one for example

 

SuperStrict

 

Framework leadwerks.ENGINE

 

Local world:TWorld

Local gbuffer:TBuffer

Local camera:TCamera

Local mesh:TMesh

Local light:TLight

Local ground:TMesh

Local material:TMaterial

 

GCSetMode(2)

 

Graphics(1024,768)

 

world=CreateWorld()

If Not world RuntimeError "Failed to create world." <---error here

Posted

Does BlitzMax not need a call to Initialize() before creating the world? I didn't even think Graphics() was allowed until Initialize() had been called...

 

 

Edit: Nope, wiki seems to say it's only needed in C. So next guess< try looking in engine.log in your program's folder...

LE Version: 2.50 (Eventually)

Posted

do you own blitzmax? or is it just a trial version because i do not know if the trial version of bmax allows you to use 3rd party modules...

 

other than that the only thing i can think of is that the modules are not in the correct place? :unsure:

 

Does BlitzMax not need a call to Initialize() before creating the world? I didn't even think Graphics() was allowed until Initialize() had been called

 

no there is no initialize.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

Put this .bmx file in C:\Leadwerks Engine SDK and run it:

SuperStrict

Framework leadwerks.ENGINE

Local world:TWorld
Local gbuffer:TBuffer
Local camera:TCamera
Local mesh:TMesh
Local light:TLight
Local ground:TMesh
Local material:TMaterial

GCSetMode(2)

RegisterAbstractPath( "C:/Leadwerks Engine SDK" ) 

Graphics(800,600)

world=CreateWorld()
If Not world RuntimeError "Failed to create world."

gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_DEPTH|BUFFER_COLOR0|BUFFER_COLOR1|BUFFER_COLOR2)

camera=CreateCamera()
PositionEntity camera,[0.0,0.0,-2.0]

material=LoadMaterial("abstract::cobblestones.mat")

mesh=CreateCube()
PaintEntity mesh,material

ground=CreateCube()
ScaleEntity ground,[10.0,1.0,10.0]
PositionEntity ground,[0.0,-2.0,0.0]
PaintEntity ground,material

light=CreateDirectionalLight()

RotateEntity light,[45.0,45.0,45.0]

Repeat

TurnEntity mesh,[AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5]

If KeyHit(KEY_ESCAPE) Exit
If AppTerminate() Exit

UpdateAppTime()
UpdateWorld(AppSpeed())

SetBuffer(gbuffer)
RenderWorld()
SetBuffer(BackBuffer())
RenderLights(gbuffer)

Flip(0)

Forever

gbuffer=Null
FreeEntity light
GCCollect()
End

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

its the full version of BlitzMax

 

I copied the BMX folder from leadwerks to Blitzmax

also copied the content of the lib and mod folders from the BMX folder to Blitzmax\lib and Blitzmax\mod

 

so, I have C:\BlitzMax\BMX with the 3 sub folders (framework, lib, mod)

in C:\BlitzMax\mod I have that standards blitzmax folders + the 5 folders from leadwerks

Posted

It should be clear how the directories are laid out. There's a "mod" folder in the Leadwerks Engine SDK directory "BMX" folder, as well as a "lib" folder in both. If you still have trouble I suggest reading on the BlitzMax forum about how to install a new module.

My job is to make tools you love, with the features you want, and performance you can't live without.

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