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Mailing lists / lazarus / 2014-06

3D "desktop" written in Lazarus

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Chavoux Luyt

Hi Lazarus Gurus,

This is a follow-up on a previous question RE OpenGL components for Lazarus. In addition to learning openGL,what I really want to do is write a 3D desktop environment for Linux (in Lazarus, if possible). Since OpenGL is also available for Windows and Lazarus can cross-compile, it might be possible to port to Windows later on (but not a priority: I'd rather port it to Haiku first).

1. What I want instead of a typical "Desktop", is a 3D (like FPS game) interface where the menu items (populated from a standard Debian/Fluxbox menu file) are represented by e.g. books (for files) or 3D objects (for tools) etc. and the menu groups are represented by different rooms/doors for example.
2. Ideally it should be written so that it is easy for graphic designers to customize.
3. But when you click on a specific program "icon"/object, it should open a regular GTK/QT "window" with everything working as normal (maybe with special customizable window decorations indicating the kind of program).
4. The "HUD" should function as a kind of shortcut to frequently used programs.
5. In addition, it should be possible to navigate by keyboard alone (using shortcuts and/or text auto-completion).
6. Oh, and it will be Open Source, obviously.

So I have a number of questions:
1. Does anybody know of a QT-based desktop environment that is lighter than KDE (and not dependant on full KDE libraries)?
2. Is there an easy way to integrate OpenGL and X on Lazarus (either via GTK or QT)?
3. I assume that creating the actual environment will be easier using a full Lazarus Game Engine rather than only OpenGL Lazarus components. However, should there be any difference in difficulty between accessing the menu and opening a "normal" window from a game engine as compared to a Lazarus OpenGL component?

If there is anybody who has the time, interest, (experience?), and/or more nifty ideas for this, please contact me. For me this will be mostly a learning process, but I also think it can be the start of something nifty and useful.

Cheers,
Chavoux
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Reinier Olislagers
to Paul Breneman: ... I have some links on this page to "Castle Game Engine":…
Paul Breneman wrote 17 lines
On 06/16/2014 06:25 AM, Chavoux Luyt wrote: ... > So I have a number of questions: > 1. Does anybody know of a QT-based desktop environment that is lighter > than > KDE (and not dependant on full KDE libraries)? > 2. Is there an easy way to integrate OpenGL and X on Lazarus (either via > GTK or QT)? > 3. I assume that creating the actual environment will be easier using a > full Lazarus Game Engine rather than only OpenGL Lazarus components. > However, should there be any difference in difficulty between > accessing the > menu and opening a "normal" window from a game engine as compared to a > Lazarus OpenGL component? I have some links on this page to "Castle Game Engine": http://turbocontrol.com/devoptions.htm

And there are even more links to various OpenGL/3d Engines here: http://wiki.lazarus.freepascal.org/Game_Engine

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Paul Breneman
to Chavoux Luyt: This is a follow-up on a previous question RE OpenGL components for Lazarus. In addition…

On 06/16/2014 06:25 AM, Chavoux Luyt wrote:
...

Show quoted text 18 lines
So I have a number of questions: 1. Does anybody know of a QT-based desktop environment that is lighter than KDE (and not dependant on full KDE libraries)? 2. Is there an easy way to integrate OpenGL and X on Lazarus (either via GTK or QT)? 3. I assume that creating the actual environment will be easier using a full Lazarus Game Engine rather than only OpenGL Lazarus components. However, should there be any difference in difficulty between accessing the menu and opening a "normal" window from a game engine as compared to a Lazarus OpenGL component? If there is anybody who has the time, interest, (experience?), and/or more nifty ideas for this, please contact me. For me this will be mostly a learning process, but I also think it can be the start of something nifty and useful. Cheers, Chavoux

I have some links on this page to "Castle Game Engine": http://turbocontrol.com/devoptions.htm

Regards,
Paul
www.TurboControl.com

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