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T3D Awesomium Integration Pack Update and Sale

by Stefan Lundmark · 02/10/2013 (3:10 pm) · 20 comments

The T3D Awesomium Integration Pack, which lets you embed HTML/Flash in your games; has received an update and is now on another sale, selling for $49 until 2013-02-24.

Details of the update:


  • A new demo showing the bridge between TorqueScript and JavaScript when passing around data.
  • You can now set a customized cursor for each AwTextureTarget.
  • Fixed a bug where AwTextureTargets would load their webpages and start rendering internally, even though the target itself wasn't being used anywhere. This was not intended, and AwTextureTargets now only consume resources if they're in use.
  • Fixed a crash that could occur when leaving a mission while focusing a AwTextureTarget and then entering a new one.
  • Added a new property to AwGui named "UnloadOnSleep" which is a boolean value that lets you control if the AwGui should unload its resources completely when it goes asleep, as opposed to just pausing its rendering. This can be used to limit the amount of memory used when you got lots of AwGuis.
The update is available for download from your account on www.gameinprogress.com if you're an owner of the pack. If you're not, don't miss out! We now accept credit card payments trough PayPal even if you don't have an account with them.


#1
02/10/2013 (4:15 pm)
@Stefan,
This is cool and good job!
Quote:AwTextureTargets now only consume resources if they're in use
That is a good idea I had not thought of for my RTT. I will have to figure that out. Thanks for that idea.

How did you get texture targets working with materials? I had tried using the code from WebCtrl resource that made an adjustment to the texture detection code, but it always spits out errors and did not work for every object that used the material. What I finally did was modify: ProcessedMaterial::_setStageData in processedMaterial.cpp to explicitly check for render targets on any material type. I also did a pull in T3D here for this feature.
#2
02/10/2013 (4:28 pm)
Hi Frank!

Thanks!

Quote:
How did you get texture targets working with materials?

Yeah, there's a code snippit to reenable named texture targets, I think it's in WebCtrl like you said. I'm seeing console warnings too but haven't had any issues with it at all. I think the warning message is a left-over from stock T3D where this really doesn't work out of the box (for whatever reason).

Edit: Are the materials you mention in the pull request CustomMaterials?
#3
02/10/2013 (10:42 pm)
I had a problem with the WebCtrl fix in that some objects did not properly use the material for some reason. When I changed it to detect for a texture target it fixed those issues. If the material was directly mapped to the object through a material name in a 3D editor it worked fine, it was just things that asked for materials where it failed IIRC. The pull request is linked above, but I will link it here: github.com/GarageGames/Torque3D/pull/229
#4
02/11/2013 (2:02 pm)
That is pretty sweet!
#5
02/15/2013 (12:29 pm)
Does this work multiplayer?
#6
02/15/2013 (2:41 pm)
@Richard: Thanks!

@Stephen: Multiple players can use the same shapes and controls, but you'll have to manually update the network state if you want to sync the same context to multiple players. Ie, if you click on a button and want the other players to "know" - you'd have to broadcast this in some way. This can't be done automatically as it's different for each webpage or flash animation.
#7
07/15/2013 (7:42 am)
@Stefan,

I bought your pack and installed Awesomium. I copied awesomium.dll, icudt.dll and awesomium_process.exe into the Demo folder (provided with your pack) but the FPS Example.exe doesn't start. No error messages, no log, nothing.
(As a quick test did I also copy the whole bin folder from Awesomium, still nothing)

I saw in the provided PDF that your pack was compiled against version 1.7 while Awesomium provides 1.7.1. at this time. Could this be the issue?
#8
07/15/2013 (7:54 am)
Hi Nils!

It could be that it's incompatible, but that usually brings up an error message about the DLL. I'll try the steps you mentioned and see if it happens here as well.

If so, I'll update the pack against 1.7.1. I'll let you know within an hour. Thanks!
#9
07/15/2013 (7:57 am)
Hey that's quick, thanks Stefan!
#10
07/15/2013 (9:04 am)
Hi again Nils,

They changed the interface in 1.7.1. I'll have an update available within 6 hours. Sorry for the inconvinience.
#11
07/15/2013 (9:13 am)
Hi Stefan, no problem! Take the time you need for this, I would say.
(I'm in a +8 time zone [China] anyway!)

Thanks!
#12
07/15/2013 (5:26 pm)
Hi Stefan

I have a few questions I hope you don't mind I'm still a beginner

1) Is it possible to use other plugin's with this? What I mean is can silverlight or the VLC plugin used for IE and Mozilla be used too or is it just Flash?

2) Has this been tested in Torque 3D 3.0?

3) I would love to use this for my project but it's to be used for the Oculus Rift and I am unsure if it will show up correctly cause of the view being split up into two so would you be able to see if it works with the rift? or is it possible to get a refund if it doesn't? there is a rift template i can point you too so it can be tried.

Thanks :)
#13
07/15/2013 (5:38 pm)
Hi NiN,

1) Plugins are platform-specific. You won't be able to use IE/Mozilla plugins. Flash is currently the only supported plugin that I know of. Sorry!

2) Yes. Several users use the latest Torque 3D and the demo is compiled against it.

3) Good question! I suspect there are no issues, but I would appreciate any links to this rift template so I could compile the demo with it and perhaps send it your way so you can test it? Let me know.
#14
07/15/2013 (6:03 pm)
Thanks for that Stefan

It sounds like exactly what I need :)

This is the rift template
http://mit.garagegames.com/Rift-Template-3-0.zip

I know there are a few guys who would like to have web and flash working in T3D for the rift so if it works you might have a few more customers which is cool :)

You can send me a demo that would be cool id like to see how it looks being 2d but you should be able to see if it shows correctly as well you don't need a rift as it will show up on the monitor as two images just one will be slightly altered for 3d perspective so if it shows up in both views on the screen it should be fine.

Thanks for checking this out for me :)
#15
07/15/2013 (6:19 pm)
Thanks a lot NiN, that's great!

I'll report back soon for both of you guys.
#16
07/15/2013 (6:26 pm)
Thanks for that stefan :)

I'm at work now for 7 hours but I will let you know how it looks on the rift when I get home if you release it by then but I will keep checking back here.
#17
07/15/2013 (6:33 pm)
No problem NiN!

I'll be sleeping for 9 or so hours. You can email me at my profile email-address if you like and I can send you an email back to you when it's ready.
#18
07/15/2013 (7:03 pm)
Nils,

I've updated the pack for 1.7.1, please redownload the pack from our website. The procedure you followed with the demo should work now.
#19
07/15/2013 (10:21 pm)
@Stefan

It works! Thanks for the quick update!
#20
07/16/2013 (8:37 am)
No problem! Let me know if you have any questions or suggestions. Thank you!