Add-on Development Resources

computerex

Addon Developer
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I thought it would be nice to have a thread full of resources (tutorials, examples, tools, etc..) that orbiter users could use to become add-on developers, or they could be of some use to existing add-on developers. I'll start:

CODING:

Free Compiler set up to compile your orbiter add-ons:
http://www.orbiterwiki.org/wiki/Free_Compiler_Setup

A link to Microsoft VC++ 2005 runtime components, users using modules compiled by the above compiler need these before they can use the add-on:
http://www.microsoft.com/downloads/...ee-a3f9-4c13-9c99-220b62a191ee&displaylang=en

VC++ 2008 express edition:
http://www.microsoft.com/express/download/#webInstall
VC++ 2008 runtime components:
http://www.microsoft.com/downloads/...34-3E03-4391-8A4D-074B9F2BC1BF&displaylang=en
A tutorial that will start you on writing vessel modules for Orbiter:
http://orbithangar.com/searchid.php?ID=2210

A C++ tutorial, that will help you create plugins for Orbiter:
http://www.cplusplus.com/doc/tutorial/

Dependency Walker - A small utility to track down dependencies in your modules
http://www.dependencywalker.com/
MODELLING:

A free simple to use modeling program:
http://www.anim8or.com/

A complex, professional level free 3D modeling:
http://www.blender.org/
An excellent tutorial for blender:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

Import/Export mesh file plugins to import/export stuff from Blender to Orbiter mesh file format:
http://sourceforge.net/projects/blorbiter/

A complex 3D modeling tool that closely resembles the famous 3DS Max
http://www.turbosquid.com/gmax

A .msh file exporter for GMAX

http://www.nestadlinn.de/orbiter/

An export script for anim8or to directly export meshes to orbiter's msh file format:
http://orbithangar.com/searchid.php?ID=2698

A program to export meshes from anim8or to Orbiter:
http://orbithangar.com/searchid.php?ID=632

A comprehensive free UV Mapper:
http://www.uvmapper.com/download/uvmapper026b.zip

An excellent tool to tweak, get info, convert, and do a whole bunch of other stuff with your mesh files:
http://orbithangar.com/searchid.php?ID=2740

A series of tutorials from ar81 (Pablo) teaching modelling using anim8or:
http://orbithangar.com/searchid.php?ID=2729
http://orbithangar.com/searchid.php?ID=2730
http://orbithangar.com/searchid.php?ID=2731

A spacecraft2.dll tutorial:

http://www.eharm.net/shop/freeware/orbiter/developer/spacecraft2/spacecraft2.html

A tutorial showing you the true power of tools provided by anim8or. It shows you how to easily model a Soyuz:

http://www.mundofree.com/elbono/tutorial0.htm

A tutorial by Greg Burch for UV mapping using anim8or:

http://www.eharm.net/shop/freeware/orbiter/developer/modeltextures/modeltextures.html

Harmsway! add-on development center:
http://www.eharm.net/shop/freeware/orbiter/developer/developer.html

Handy little program to convert between dds and bmp:
http://eliteforce2.filefront.com/file/DDS_Converter;29412

Video Tutorials

Orbiter Compiler Setup
Bomb MFD Tutorial
Deltaglider Warpdrive
 
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VERY nice, I especially like the C++ tutorials, that will help a lot.

:cheers:
 
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This isn't intended to be a bump...but praise for computerex for starting this thread.:cheers:

:speakcool:
 
Is a hypertext library available for the API (structures and prototypes)? There should be a better way for finding definitions than stumbling around searching a PDF file.
 
Is a hypertext library available for the API (structures and prototypes)? There should be a better way for finding definitions than stumbling around searching a PDF file.

No. I find it also disappointing that the API Reference is using bookmarks. Or has Doxygen comments.

We want to transfer the API documentation to OrbiterWiki, but thats a pretty hard and unrewarding work. I usually only did this when I discovered undocumented behavior in a function.
 
AC3D is a modestly priced 3D program, that is very user friendly and has a great Orbiter mesh converter.
 
Does anyone have the VC++ 2005 or VC++ 2008 express compilers installed? The runtime dependencies are annoying. But you can cure them by linking your module statically. To do that, you must go inside your project's settings by right clicking on your project inside the solution explorer and clicking on properties. Then collapse the C++ branch, and click on code generation. Set the runtime libraries to "/MT", or "Multi-threaded".

The problem is I think there is something fishy going on with the express compilers. Maybe they don't allow you to link statically as a restriction, but I think I have compiled my add-ons statically and they still required the runtime components in order for them to function. I have the VC++ 2008 professional edition installed, so I can't make this test. Could someone with VC++ 2008 or 2005 express edition create a simple module and link it statically, then post it here so we can test it?
 
Although it might be construed as a conflict of interest (hrumph), I'd like to point out for anyone using Anim8or for modeling, that the developers frequenting M6 are a better resource than Anim8or's own forum.

I think this speaks highly of the Orbiter developer community. There are lots of really talented people working on these projects, and they're mostly very willing to offer advice where needed.
 
That's because Orbiter developers aren't using Anim8or for it's intended purpose, which is animating cartoons, not building spacecraft. The two require different approaches.
 
That's because Orbiter developers aren't using Anim8or for it's intended purpose, which is animating cartoons, not building spacecraft. The two require different approaches.

Well to animate cartoons, you build models, and to make spacecrafts, you build models as well. Except you just leave out the animation part when building models, so I really don't see the difference between the two.
 
Well to animate cartoons, you build models, and to make spacecrafts, you build models as well. Except you just leave out the animation part when building models, so I really don't see the difference between the two.


I think I know what Andy44's saying here (but correct me if I'm wrong).

Anim8or CGI people use the tools are they were designed to be used. Orbiter developers occupy a far more heretical position.

We look at the tools and consider the possibilities outside of their intended purpose. In terms of analogy, we're like the people who've figured out mp3 players are useful as data storage devices. Especially because this application is outside the intended purpose.

The best tool users are the ones who figure out the capabilities and uses beyond the original context.

Sure there are lot's of parallels between the worlds of CGI and 3d modeling. Even more interesting (at least for me) are the differences in understanding and approach.
 
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