Brian Posted November 5, 2011 Share Posted November 5, 2011 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 Quote Link to comment Share on other sites More sharing options...
Josh Posted November 5, 2011 Share Posted November 5, 2011 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Brian Posted November 5, 2011 Author Share Posted November 5, 2011 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 Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 5, 2011 Share Posted November 5, 2011 post the code you are trying to use... because framewErk no longer exists... there is only framewOrk. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Brian Posted November 5, 2011 Author Share Posted November 5, 2011 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 Quote Link to comment Share on other sites More sharing options...
Mumbles Posted November 5, 2011 Share Posted November 5, 2011 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... Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
macklebee Posted November 6, 2011 Share Posted November 6, 2011 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? 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. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted November 6, 2011 Share Posted November 6, 2011 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 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Brian Posted November 6, 2011 Author Share Posted November 6, 2011 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 Quote Link to comment Share on other sites More sharing options...
Josh Posted November 6, 2011 Share Posted November 6, 2011 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Brian Posted November 6, 2011 Author Share Posted November 6, 2011 Thanks Josh, your example in the C:\Leadwerks Engine SDK works, now I have the spinning cube, thanks! Quote Link to comment Share on other sites More sharing options...
Josh Posted November 6, 2011 Share Posted November 6, 2011 Cool! Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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