public void Setup() { engine.Initialize(); engine.AddSimulator(new WorldRenderingSimulator()); var l = TW.Graphics.AcquireRenderer().CreateDirectionalLight(); l.LightDirection = SlimDX.Vector3.Normalize(new SlimDX.Vector3(-1, -5, -1)); }
public void InitializeEngine() { engine = EngineFactory.CreateEngine(); engine.DontLoadPlugin = true; engine.Initialize(); EngineFactory.Instance = new EngineContext(engine); engine.AddSimulator(new EngineUISimulator()); }
public void TestProfiler() { var game = new TWEngine(); game.DontLoadPlugin = true; game.Initialize(); game.AddSimulator(new ProfilerSimulator()); game.AddSimulator(new WorldRenderingSimulator()); game.Run(); }
public void TestEngineUI() { var engine = new TWEngine(); engine.DontLoadPlugin = true; engine.Initialize(); engine.AddSimulator(new EngineUISimulator()); engine.AddSimulator(new WorldRenderingSimulator()); engine.Run(); }
public void TestRaycastEntity() { var game = new TWEngine(); game.DontLoadPlugin = true; game.Initialize(); var world = TW.Data.GetSingleton <Engine.WorldRendering.World>(); game.AddSimulator(new BasicSimulator(delegate { var rayPos = TW.Graphics.Camera.ViewInverse.xna().Translation.dx(); var rayDir = TW.Graphics.Camera.ViewInverse.xna().Forward.dx(); var ray = new Ray(rayPos, rayDir); var result = world.Raycast(ray); if (result.IsHit) { TW.Graphics.LineManager3D.AddTriangle(result.V1, result.V2, result.V3, new Color4(Color.Yellow)); } })); game.AddSimulator(new WorldRenderingSimulator()); new Engine.WorldRendering.Entity { Mesh = MeshFactory.Load("Core\\Barrel01"), Visible = true, Solid = true, Static = false, WorldMatrix = Matrix.Translation(0, 0.5f, 0) }; new Engine.WorldRendering.Entity { Mesh = MeshFactory.Load("Core\\Barrel01"), Visible = true, Solid = true, Static = false, WorldMatrix = Matrix.Translation(0, 0.5f, 1) }; game.Run(); }
public void PlayGame() { engine.Initialize(); var builder = new ContainerBuilder(); // Logging builder.RegisterModule <LogRequestsModule>(); // configuration based binding builder.RegisterAssemblyTypes(Assembly.GetExecutingAssembly()).Where(t => t.Name.EndsWith("Simulator")).SingleInstance(); // Binding for gameplay objects builder.RegisterModule <GameLogicModule>(); // Core behaviour binding for scattered builder.RegisterModule <BindingsModule>(); var cont = builder.Build(); var game = cont.Resolve <ScatteredGame>(); game.LoadIntoEngine(engine); game.GenerateWorld(); }
private void setup() { engine = new TWEngine(); engine.DontLoadPlugin = true; engine.Initialize(); }