Nov 17 2012, 01:46 AM
Hello World! And all that...
I'm gonna go straight to my question and explain my situation after I have stated my question.
My question is simple. Is it possible to use and load Ruby Scripts into RGSS? To be particular RGSS3... But I will also ask if it's possible in RGSS2.
So why am I asking this? Simple since the RGSS built-in library can't really help me out in creating 3D graphics in VX though maybe it's kinda possible it will be just more time consuming and will really be complex. Other than that I plan to use Direct X API's and functions or even OpenGL stuff.
Nov 17 2012, 04:25 AM
Yes, but if you are planning to work with 3D rendering and processing you are much better off writing it in C and using winAPI calls or something. Sure there may be overhead from the winAPI calls themselves but...any sort of crunchy computations should be avoided in ruby for the most part.
Nov 17 2012, 04:33 AM
I see.. Then would it be possible to let C handle the computations then let ruby get the output of said computations which RGSS will then render in real time over at RPG Maker?
Nov 17 2012, 07:00 PM
You will probably find yourself writing a 3D renderer because there basically isn't anything for you to use. I mean, you can't rely on the built-in Graphics module.
Though, I don't know anything about the graphics capabilities that RM comes with.
I think it would be better to use RM for setting up things like maps and events, and then just roll your own 3D engine that pulls info from the RM data files.
I have no idea how you would do 3D in Ace.
Nov 21 2012, 03:38 AM
Yeah. I planned to get RGSS to output info from RM then use external ruby scripts or something to do the computations for the 3D objects then after, it returns data into RM which RGSS translates and renders into the screen.
I saw a RMXP script back then that made a solid 3d cube but I'm not sure if it's true. Though anyways If the available graphics module can't do it I'll try writing one my own. I always had in mind to make a 3D engine myself...
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