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Integration into Paradox Engine

Posted: 21 Oct 2014, 21:40
by Gero
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

Re: Integration into Paradox Engine

Posted: 21 Oct 2014, 21:51
by wckdspn
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.

Re: Integration into Paradox Engine

Posted: 22 Oct 2014, 19:49
by sfernandez
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.

Re: Integration into Paradox Engine

Posted: 22 Oct 2014, 21:31
by Gero
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?

Re: Integration into Paradox Engine

Posted: 23 Oct 2014, 01:53
by jsantos
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!