heya, I'm downloading the demo version to try a few things, love the fact that bones are back, and so much more. The dynamic subdivision. yay!
Also, of course curious to see how well the connection is with Dogwaffle, if it still works. Anyone have tried it yet with Curvy 4? And if so, which version of Dogwaffle?
-Philip aka Don Felipe
thebest3d.com/curvy - I know, needs to be updated
Does it still support Dogwaffle / PD Howler or Artist?
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Re: Does it still support Dogwaffle / PD Howler or Artist?
I tried the Dogwaffle interface in 4 and it seems the connecting code has got out of date - some, but not all the functions worked. I'll need to get a new copy of Dogwaffle and the API to get it working again.
Re: Does it still support Dogwaffle / PD Howler or Artist?
Thank you for the quick reply Simon... I will get you the latest which at this time is version 14 AKA 2021 build 72...and work with Dan Ritchie to get you the latest and answers to any questions. I don't know that there were any significant changes to the protocol but I don't know that for a fact. Actually come to think of it....I do know that we have a whole series of tutorials on what he called the new API. And there were some changes in the brush systems in recent years.... There is a playlist about using the API on YouTube, in our channel youtube.com/pdhowler - let me find it for you because it might give you additionally insights.
just dog it!
www.thebest3d.com/dogwaffle
www.thebest3d.com/dogwaffle
Re: Does it still support Dogwaffle / PD Howler or Artist?
Here is the YouTube playlist in the meantime
https://youtube.com/playlist?list=PLBqb ... 7uyXIQxBFf
Maybe the first lesson can already tell you what has changed?
Next I will email Dan to ask if he has a brief code sample in text form or in a file that we can share with you to show what is different.
We keep this pretty much open so in fact if there are game developers or users who are also developers or hobby time coders, perhaps coming from Steam, we would love to share with anyone else too. There is of course some amount of information about various APIs and scripting options such as with Lua, Delphi and more, at https://www.thebest3d.com/dogwaffle/sdk but I'll be the first to admit I don't update the page often enough. for those who are discovering dogwell for the first time and are interested in coding their plugins please understand that the main framework front end is visual basic and it runs in the COM, as an ActiveX server. Of course there are various layers underneath it for such things as directX access to the GPU cores for 3D landscape rendering but at the front end it should be possible to connect to it with many different IDEs.
in fact, to anyone reading this: if you are a developer reading this I would be curious to know what you use for IDE: and Have you used the programming language called R? (Successor to the S language).
If so, can you let us know if it is scriptable i.e. does it have a JIT - just in time - interpreter? it is now open source and suddenly gaining in popularity since about September 2020 and I don't know why, but I have a personal interest in seeing to it that we get a plugin for R into dogwaffle. My daughter, a marine biologist, is learning R and loves it. It is made for statistics, scientific data analysis and graphs supporting the results. It could be tremendously valuable to have it within dogwaffle if for no other reason than me having access to occasionally learning a few lines of code myself so I can have a meaningful conversation with my daughter, starting with "How R you?"
We just added a Lorenz attractor filter, coincidentally
And a non-overlapping shapes generator. Fun stuff if you're into the math of it.
https://youtube.com/playlist?list=PLBqb ... 7uyXIQxBFf
Maybe the first lesson can already tell you what has changed?
Next I will email Dan to ask if he has a brief code sample in text form or in a file that we can share with you to show what is different.
We keep this pretty much open so in fact if there are game developers or users who are also developers or hobby time coders, perhaps coming from Steam, we would love to share with anyone else too. There is of course some amount of information about various APIs and scripting options such as with Lua, Delphi and more, at https://www.thebest3d.com/dogwaffle/sdk but I'll be the first to admit I don't update the page often enough. for those who are discovering dogwell for the first time and are interested in coding their plugins please understand that the main framework front end is visual basic and it runs in the COM, as an ActiveX server. Of course there are various layers underneath it for such things as directX access to the GPU cores for 3D landscape rendering but at the front end it should be possible to connect to it with many different IDEs.
in fact, to anyone reading this: if you are a developer reading this I would be curious to know what you use for IDE: and Have you used the programming language called R? (Successor to the S language).
If so, can you let us know if it is scriptable i.e. does it have a JIT - just in time - interpreter? it is now open source and suddenly gaining in popularity since about September 2020 and I don't know why, but I have a personal interest in seeing to it that we get a plugin for R into dogwaffle. My daughter, a marine biologist, is learning R and loves it. It is made for statistics, scientific data analysis and graphs supporting the results. It could be tremendously valuable to have it within dogwaffle if for no other reason than me having access to occasionally learning a few lines of code myself so I can have a meaningful conversation with my daughter, starting with "How R you?"
We just added a Lorenz attractor filter, coincidentally
And a non-overlapping shapes generator. Fun stuff if you're into the math of it.
just dog it!
www.thebest3d.com/dogwaffle
www.thebest3d.com/dogwaffle
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Re: Does it still support Dogwaffle / PD Howler or Artist?
Sounds like development is going well on PD.
Re: Does it still support Dogwaffle / PD Howler or Artist?
yeah lol there's always something though that's the bottleneck, right?
anyway, lots of new features when you look back at v11 the last of the releases on Steam. v12 and v13 didn't make it to Steam. 4 years later we're now getting ready for v14 getting back there too.
For those who are curious:
https://www.thebest3d.com/2021 (v14)
https://www.thebest3d.com/2020 (v13)
https://www.thebest3d.com/2019 (v12)
others:
https://www.thebest3d.com/howler
all:
https://www.thebest3d.com/dogwaffle/whatsnew
There's also a comparison on PD Howler vs. Artist somewhere in thebest3d.com/howler - in case you're wondering what you'd be missing if going with the Artist edition, without animation (apart from animbrushes)
anyway, lots of new features when you look back at v11 the last of the releases on Steam. v12 and v13 didn't make it to Steam. 4 years later we're now getting ready for v14 getting back there too.
For those who are curious:
https://www.thebest3d.com/2021 (v14)
https://www.thebest3d.com/2020 (v13)
https://www.thebest3d.com/2019 (v12)
others:
https://www.thebest3d.com/howler
all:
https://www.thebest3d.com/dogwaffle/whatsnew
There's also a comparison on PD Howler vs. Artist somewhere in thebest3d.com/howler - in case you're wondering what you'd be missing if going with the Artist edition, without animation (apart from animbrushes)
just dog it!
www.thebest3d.com/dogwaffle
www.thebest3d.com/dogwaffle
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Re: Does it still support Dogwaffle / PD Howler or Artist?
Ineresting to see the Howler/Artist split, do you know roughly the ratio of people using each? Interested as Curvy now has it's own little sibling in production.