Gero
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Posts: 3
Joined: 24 Aug 2013, 20:24

Integration into Paradox Engine

21 Oct 2014, 21:40

Paradox Engine is a C# Open Source Game Engine http://paradox3d.net

Is it possible to integrate Noesis UI there since Paradox does not have any C++ integration Interfaces.
Is there a way using P/Invoke or something like that?

Kind Regards
 
wckdspn
Posts: 67
Joined: 18 Aug 2012, 23:14

Re: Integration into Paradox Engine

21 Oct 2014, 21:51

Since you can still get, for example, the DX context, I think it would be possible, yes. The binding code from Unity would all probably be fine (the SWIG generated proxies), but you'd need to write the engine binding code yourself.
 
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sfernandez
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Re: Integration into Paradox Engine

22 Oct 2014, 19:49

Yes, as @wckdspn said all the C# scripts are in the Unity package and you can use them to communicate with the C++ library via P/Invoke.

The first thing you need to solve is the init/shutdown of NoesisGUI library. You can take a look at Assets/Plugins/NoesisGUI/Scripts/Core/NoesisGUISystem.cs for that.

We can assist you in this process if you need help.
 
Gero
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Joined: 24 Aug 2013, 20:24

Re: Integration into Paradox Engine

22 Oct 2014, 21:31

Ok I had a look into the scripts. It looks like it can be done fairly quickly.
How would that be organised?
Can I submit the new files as GPL3 to the Paradox repository or would that be located near to Noesis?
 
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jsantos
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Re: Integration into Paradox Engine

23 Oct 2014, 01:53

Best way would be having the bindings in a new repository (public to everyone) as we are doing with the rest of integrations (Ogre, Open Scene Graph, Leadwerks, UE4). But if you think you need a better solution just tell us about it.

Thanks!

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