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GGJ '20 : Preparations

After I was ill last year I decided to attend headup's global game jam again. Perfect that it is located in my city and I can use it to kickstart me into Urho3D. Well,... I'm building on getting a good blender-addon for this for quite a while now, without actually every created a real game.... ( only small thingy is this )

So, to be more focused on finishing something ggj will help me...but to make it work I have one week to look a bit deeper into the engine:

  • navmesh:

    • creation
    • agents
    • movement
    • pathfinding
  • ui ( only basic )

  • controller:

    • mouse
    • gamepad
    • keyboard

It would be great to fulfill the "keep it simple"-rule, but for some reason,.... ;)

EDIT Here is the result. I actually like it. https://globalgamejam.org/2020/games/caravan-5 ggj2020

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Blender-Addons: Get Nodetree of current node_editor panel

If you want to access data from the selected nodetree inside a node_editor panel:

class UrhoExportNodetreePanel(bpy.types.Panel):
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'
    bl_label = "Urho3d-Nodetree"
    bl_category = "Urho3D"

    def poll(cls, context):
        return True

    def draw(self, context):
        if bpy.context.active_object:
            obj = bpy.context.active_object
            # nodetree type of space 
            # (use this to check for current type, as nodetrees can be None)
            space_treetype = context.space_data.tree_type 

            ctx_nodetree = context.space_data.node_tree # the nodetree-obj
            ctx_nodetree_name = ctx_nodetree.name       # name of the selected nodetree  
            ctx_nodetree_type = ctx_nodetree.bl_idname  # type of the nodetree

docker: get rid of images and containers

I moved the blabbering behind the important stuff: how to get rid of the docker images/containers

docker system prune # dangling containers

docker system prune -a # dangling,stopped containers and all unused images

docker rmi $(docker images -a -q) # all images

docker rm $(docker ps -a -f status=exited -q) # all exited containers

Further Info

Atm I'm working lots with docker to have my one-click deployer for Urho3D. The main-developers have already made insane good work. On their docker images. The current dockerized-build-toolchain would let you compile Urho3D on your host with which you then can compile your project.

I want to have Urho3D-Libs in the docker-images so that I can throw my (project)[https://github.com/dertom95/urho3d-minimal-new-project] against it, and it will just spit out the result for windows,linux,web,android. The first three were actually no real problem and very straight forward. Again, thx to the incredible work that is already done.

Android on the other hand was/is a real struggle. I was using android back in the good old ant,eclipse-days. Now with gradle and kotlin....I just can say. WTF? Looks like gradle can do a lot, but it is so funky hard to understand what's going on just be reading.

Urho3D actually could already build the engline and it's samples out of the box. But replacing this with your own project isn't as straight forward, as it might sound. Especially if you want it to be a one click-solution. I'm on a good way, though. But I burned a complete day for this

Building the android-project with all ABIs simply let's you harddisc explode :D

My docker hub with urho3d-images

Tags :

CMake: glob_recurse with symbolic linked folders

If using CMake's file glob_recurse for catching source-file and you want this to also follow symbolic-links, just add the 'FOLLOW_SYMLINKS'-keyword:

Like this:


Have look here: cmake file-docs

And a bit related. In linux to copy a folder to a new location with symlinks solved:

cp -r -L [from] [to]


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