Search found 36 matches

by miso
Sat Jan 06, 2024 2:35 am
Forum: 3D Programming
Topic: Entity collision with another unknown entity is posible?
Replies: 4
Views: 516

Re: Entity collision with another unknown entity is posible?

Is it possible to know which entity 'A' collides with if there are 200 entities in the environment? In purebasic you can count the occuring collisions at any given time. World physics must be enabled, entities must have bodies. The official examineworldcollisions.pb example might be helpful. Examin...
by miso
Wed Jan 03, 2024 8:51 pm
Forum: 3D Programming
Topic: Question: Ogre mesh animation
Replies: 8
Views: 611

Re: Question: Ogre mesh animation

;) I'm glad it works.
by miso
Wed Jan 03, 2024 4:41 pm
Forum: Game Programming
Topic: New small game written in PureBasic
Replies: 2
Views: 919

Re: New small game written in PureBasic

Nice one, I defeated the evil ;)
by miso
Wed Jan 03, 2024 4:28 pm
Forum: 3D Programming
Topic: Question: Ogre mesh animation
Replies: 8
Views: 611

Re: Question: Ogre mesh animation

There where somewhere a post about this that disappeared. I made a test though. I had no problems converting the dwarf (using the free fragmotion) with animations. Also tested the export inside purebasic without conflict. The cyborg has some issues (bones exported, animation is missing). Maybe the m...
by miso
Sat Dec 09, 2023 10:23 am
Forum: Announcement
Topic: The Ruins of Calaworm (turn-based Dungeon Crawler)
Replies: 17
Views: 2391

Re: The Ruins of Calaworm (turn-based Dungeon Crawler)

pixelSize stays the same (every Sprite is first loaded as a native image, then scaled up by the factor of 3)
I was wondering, how did you achieve that clean pixel art display. Thank's for the useful tip. :)
by miso
Sat Dec 09, 2023 2:06 am
Forum: Announcement
Topic: The Ruins of Calaworm (turn-based Dungeon Crawler)
Replies: 17
Views: 2391

Re: The Ruins of Calaworm (turn-based Dungeon Crawler)

Gratula, looks awesome! I tried the demo, so here is my opinion cons and pros. (I mean no harm with cons, I just try to tell what I was feeling as first impression while playing it) Pro: Felt like a real game Loved the Lovecraftian theme Pixel art looks great and consistent Constellation minigame wa...
by miso
Sun Nov 26, 2023 8:21 am
Forum: Game Programming
Topic: StartDrawing(SpriteOutput()) speed
Replies: 15
Views: 1412

Re: StartDrawing(SpriteOutput()) speed

Hi, this program uses Debug statements. I can't test right now, but wouldn't it run faster with debugger off (and replacing the Debug commands with MessageRequester, for instance)?
I tried yesterday with console output and debugger off, but there were no significant change.
by miso
Sun Nov 26, 2023 8:13 am
Forum: Coding Questions
Topic: Conversion from ZX Spectrum BASIC to Purebasic
Replies: 9
Views: 613

Re: Conversion from ZX Spectrum BASIC to Purebasic

I have been posting here for a while, but to be honest, I do not know about optimizations in this language. That's because it's a new feature arrived with the c backend compiler. Using it, the gcc generates an optimized executable, that intended to run faster. Not default, because the compile time ...
by miso
Sat Nov 25, 2023 7:22 pm
Forum: Coding Questions
Topic: Conversion from ZX Spectrum BASIC to Purebasic
Replies: 9
Views: 613

Re: Conversion from ZX Spectrum BASIC to Purebasic

Nice!
It's fast enough without debugger, using c backend+ optimizations. (no window event handling though, and it's a must.)

Code: Select all

;after line 71
define event.i
onehundred:
Repeat
  event=WindowEvent()
  If event=#PB_Event_CloseWindow : End : EndIf
Until event = 0
by miso
Fri Nov 24, 2023 5:30 pm
Forum: 3D Programming
Topic: OGRE tools
Replies: 21
Views: 65856

Re: OGRE tools

Your welcome. The problem with .fbx is, that it's native to autodesk softwares 3dstudio and maya. They load and save fbx without a problem, but those are heavyweight industry equipments, not something a solo developer could afford. They released an fbx sdk, but with updates, they change it so drasti...
by miso
Fri Nov 24, 2023 8:41 am
Forum: 3D Programming
Topic: OGRE tools
Replies: 21
Views: 65856

Re: OGRE tools

Theres a link in the very first post (by Fred), I use that Ogre assimp converter. It converts to ogre mesh/skeleton/animation/material, it is not required to specify the output name. (Does not know .fbx format internally though.) You will need blender for example (I use that), import your .fbx model...
by miso
Thu Nov 23, 2023 9:49 am
Forum: Bugs - IDE
Topic: IDE Crashes Randomly During Routine Typing
Replies: 4
Views: 525

Re: IDE Crashes Randomly During Routine Typing

that's odd, no one else seems to be having any issues.
I do. Its not frequent, happened maybe 3 times. (Started with 6.03 update, I'm on Win7)
by miso
Tue Nov 21, 2023 10:13 am
Forum: 3D Programming
Topic: OGRE tools
Replies: 21
Views: 65856

Re: OGRE tools

No change. Always the Lords prayer.
Edit:
Another info: Ogre assimp converter can also export skeleton and animation. Sometimes can not import it, so won't export anything. In blender, you can export to collada dae with animatons, you can use that output with the ogre assimp converter.
by miso
Tue Nov 21, 2023 3:15 am
Forum: 3D Programming
Topic: OGRE tools
Replies: 21
Views: 65856

Re: OGRE tools

Try this. It's old, only for windows, but converts to ogre mesh with skeleton and animation. (works well for me in latest pb version (6.03)) http://www.fragmosoft.com/fragMOTION/index.php It's kinda free as long as you don't mind to type a prayer after every seven days. (but if you like the software...
by miso
Sat Nov 18, 2023 8:15 pm
Forum: Coding Questions
Topic: Why is this code 20 times slower than C#?
Replies: 16
Views: 674

Re: Why is this code 20 times slower than C#?

Tested your code with windows 64 bit, pb 6.03. For me Asm backend was faster (30 ms).
C backend was around 140 ms, 130 with code optimization.