LightWave10
category: general [glöplog]
does anybody of you watching www.newtek.com/core and what do you expect, and what do we will see in some few minutes?
Chicks?
Something.
fucking ace! lightwave core with collada fileformat and for the first time a good SDK :) (i hope:))
It would be great if LW 10 crashes less often than 9.6 :)
And a good SDK would be great.
And a good SDK would be great.
Quote:
LightWave CORE™ is built upon the concept of FULL ACCESS. The LightWave CORE™ SDK that third parties will use is actually the same SDK that we use to build LightWave CORE™ .
LightWave CORE™ is flexible, and extensible. Any component created via the LightWave CORE™ SDK can install and become available to any other portion of the application.
LightWave CORE™ leverages industry standards wherever possible. The SDK and framework are built with C++ and the UI toolkit is built using the industry standard Qt Toolkit from TrollTech/Nokia. We have chosen Python as the LightWave CORE™ language, but other languages can be added via SWIG bindings. The LightWave CORE™ scene file format is based upon COLLADA.
I'm not a 3D modeller or a programmer, but damn.. that sounds pretty sweet :)
does it work on amiga?
Quote:
The LightWave CORE™ scene file format is based upon COLLADA
..which pretty much sucks imho. One of the many reasons to choose lightwave for demos was actually the simple but complete LWS/LWO scene file format.
HardCORE. worst name ever.
"LightWave CORE™ is an object oriented framework, written in C++."
...
"Python as the LightWave CORE™ language, but other languages can be added via SWIG bindings."
...
Wat? Do they mean scripting language, perhaps?
...
"Python as the LightWave CORE™ language, but other languages can be added via SWIG bindings."
...
Wat? Do they mean scripting language, perhaps?
kusma: yes, scripting.
Quote:
..which pretty much sucks imho. One of the many reasons to choose lightwave for demos was actually the simple but complete LWS/LWO scene file format.
I was some kind of specialist of the lwo2 format back at the time of lightwave 7.5, and I didn't follow the evolutions since then... Really liked how the data per vertex and per vertex/poly were defined.
at the times some stack-modifier-based definitions was lacking if you wanted to define your mesh with recursive subdivisions (as 3dsmax?), I would be interested in such features for short code things.
Well I guess I just to have a look at that pina collada things
just uppin this thread, dunno why. sudden interest maybe.