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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Tue Jun 14, 2011 9:52 pm 
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The compiled code you sent work on this computer
Image
But not on a shaderless one (with dx9 anyway)

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Wed Jun 15, 2011 10:14 am 
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Hi Djes,

i had send you a pm. I think we will find the problem and solve this.

Greetings Michael

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Thu Jul 14, 2011 3:40 pm 
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This is a really nice engine and I look forward to using it in the near future.
Hope you keep up the excellent work!


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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Sun Oct 23, 2011 10:39 am 
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Hi:
I tried to compile the Rubik's Cube example (using PB 4.6 RC2), I got error:
POLINK: error: unresolved external symbol '_DirectSoundCreate8'.

I've put dx9 in the compiler's options: library subsystem
also D3DX9_43.dll is put in a folder visible from within the PATH(env. var.)

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Sun Oct 23, 2011 12:49 pm 
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Hi,

in the mp3d engine you find the file "dsound.lib". You must copy this file into the PureBasic\PureLibraries\Windows\Libraries\ folder. This file is need for sound effects like hall etc. If you install a new pb version all libs are new copied and the needed "dsound.lib" of the mp3d engine overwritten...

Greetings Michael

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Last edited by mpz on Sun Oct 23, 2011 8:37 pm, edited 1 time in total.

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Sun Oct 23, 2011 5:06 pm 
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Thanks, works perfectly :D

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Sun Oct 23, 2011 8:45 pm 
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Hi,

i hope you find the next version also usefull. It will have a 3d and a 2d Physic engine included (2d = chipmunk, 3d = newton)

http://www.file-upload.net/download-382 ... o.exe.html

Greetings Michael

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Wed Nov 02, 2011 5:26 pm 
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@mpz
Are YouTube still working on tid project?

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Thu Nov 03, 2011 1:20 am 
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Hi,

2DPhysic is integraded. Epyx hat made a greate Tile Engine. I think i will show some new programs in the next few days and i hope the engine is ready in the next week...

Greetings Michael

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 Post subject: Re: MP3D Engine Alpha 29
PostPosted: Sun Nov 06, 2011 2:17 pm 
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:D

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 Post subject: Re: MP3D Engine Alpha 30
PostPosted: Thu Nov 17, 2011 9:28 am 
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Update to Alpha 30

Works only with PB 4.51 (x86) or higher

* Some Updates and new demos
* New command expansions
* 2D Physic with Chipmunk
* Tile Engien by Epyx
* Tile converter for Tiled MapEditor => http://www.mapeditor.org/
* Some new Games


1) new command: MP_FullScreenMode(Var) ; switch between full and windows mode (Var = 1, Fullscreen, Var = 0 windowed Screen)
2) new command: MP_ConstraintCreateBall (Entity,Entity2,x.f,y.f,z.f,PinX.f,PinY.f,PinZ.f,maxConeAngle.f,maxTwistAngle.f) ;make a ConstraintBall
3) new command: MP_EntityAddImpulse(Entity,pointDeltaVelocX.f,pointDeltaVelocY.f ,pointDeltaVelocZ.f, pointPositX.f, pointPositY.f,pointPositZ.f) ; Add force impulse
4) command deleted: MP_WindowEvent() deleted, use only WindowEvent() in teh future
5) command expanded: MP_RenderBegin((cam)) use rendercam
new 2D Physic commands
6) new command: MP_2DPhysicInit() ; Initalise 2D physic
7) new command: MP_2DPhysicSetGravity(x) ; Set Gravity
8) new command: MP_2DPhysicEnd() ; End 2D physic
9) new command: MP_2DPhysicUpdate() ; Update all physic calculations
10) new command: MP_2DPhysicBodyCircle (x, y, Radius, Sprite, Mass.f(,Color)) ; Create 2D Physic Circle
11) new command: MP_2DPhysicAddCircle (Body, x, y, Radius, Sprite(,Color)) ; Add a 2D Physic Circle
12) new command: MP_2DPhysicBodyBox(x, y, width , height, Sprite, Mass.f(,Color)) ; Create 2D Physic Box
13) new command: MP_2DPhysicBodyPolygon(x,y,Count,Memory, Sprite, Mass.f(, Color)) ; Create 2D Physic Static Poligon
14) new command: MP_2DPhysicStaticLine(x1, y1, x2, y2(, Color)) ; Create 2D Physic Static Line
15) new command: MP_2DPhysicStaticPolygon(x,y,Count,Memory, Sprite(, Color)) ; Create 2D Physic Static Poligon
16) new command: MP_2DPhysicBodySetVector( Body, Vx.f, Vy.f) ; Set 2D Physic Vector
17) new command: MP_2DPhysicBodySetInertia( Body, i.f) ; Set 2D Physic Inertia
18) new command: MP_2DPhysicBodySetProperties(Body, elasticity.f, friction.f); Set 2D Physic elasticity and friction
19) new command: MP_2DPhysicBodySetAngularVelocity(Body, w.f); Set 2D Physic Angular Velocity
20) new command: MP_2DPhysicBodySetAngle(Body, w.f); Set 2D Physic Angle
21) new command: MP_2DPhysicSetStaticHash(x.f, y.f); Set 2D Physic Static Body Hash
22) new command: MP_2DPhysicSetActiveHash(x.f, y.f); Set 2D Physic Active Body Hash
23) new command: MP_2DPhysicBodyGetX (Body) ; Get X of 2D Body
24) new command: MP_2DPhysicBodySetX (Body, x.d) ; Set X of 2D Body
25) new command: MP_2DPhysicBodyGetY (Body); Get Y of 2D Body
26) new command: MP_2DPhysicBodySetY (Body, y.d) ; Set X of 2D Body
27) new command: MP_2DPhysicStaticBox(x, y, width , height, Sprite(, Color)) ; Create 2D Physic Static Box
28) new command: MP_2DPhysicStaticCircle (x, y, Radius, Sprite (,Color)) ;Create 2D Physic Static Cicle
29) new command: MP_2DPhysicPickBody(x,y) ; Get Picked Physic 2d Objekt
30) command expanded: MP_SpritePixelCollision(Sprite1,x,y,Sprite2,x,y[,Mod[,Dbug]]) ; command is new programmed for Anim Sprites, bugs found and changed. new parameter Dbug for debugging
31) new command: MP_2DPhysicBodySetColor (Body, Color) ; Set BorderColor of 2D Body
32) new command: MP_2DPhysicBodyGetColor (Body) ; Get BorderColor of 2D Body
33) new command: MP_2DdPhysicPickBody(x,y) ; Get Picked Physic 2d Objekt
34) new command: MP_2DdPhysicAddPivotConstraint(Body, x, y) ; Set middle point of Body
35) new command: MP_2DPhysicMoveBody( state, x, y[,*DimBody, length]) ; Move 2dBody with left Mouseklick and Mousewheel
36) command expanded: MP_DrawSprite (Sprite, x, y [, Tranzparenz[,Frame]]); new Parameter Frame for animsprites
37) new command: MP_GrabTexture (Texture,x,y,width,height) ; Create a new texture from another texture
38) new command: MP_ResizeTexture (Texture,width,height) ; Resize a texture

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 Post subject: Re: MP3D Engine Alpha 30
PostPosted: Thu Nov 17, 2011 10:37 am 
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mpz wrote:
Update to Alpha 30
* 2D Physic with Chipmunk

Thanks for using the Chipmunk4PB wrapper.

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 Post subject: Re: MP3D Engine Alpha 30
PostPosted: Thu Nov 17, 2011 1:19 pm 
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Hi

This is very interesting, and a really really great engine !

I have some questions :
- has the engine all the features of the sprite3D and sprite engine of purebasic ? I think there is a bug with transparency and sprite , or is a special technic to draw an alpha sprite over another sprite :
Code:
MP_Graphics3D (640,480,0,3)

Sprite = MP_LoadSprite("donut.bmp")
Background = MP_LoadSprite("raupe40_60.bmp")

MP_AmbientSetLight (RGB(125,125,125))

While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
  MP_DrawSprite(Background, 100, 100)
  MP_DrawRectSprite(Sprite,0,64,64,64,x,64,255); clipsprite3D :)
    If x = 400
      x=0
    Else
      x+1
    EndIf   
    MP_RenderWorld()
    MP_Flip ()
Wend


- About the post processing (bloom, emboss) : can we have the bloom not on a GUi for example ? Because, when I place the text of the demo bloom, all is "bloomed". i would like to not have the
- is there a way to have an antialiasing screen (for 3D object) (like with Ogre) ?
- can we color a sprite and how ?
- some shaders are very impressive, and excellent :D, how can we do : reflection, refraction and fall of shader ?
- can we have an orthographic camera (to create a 3D isometric camera) ?
- is there a way to project shadow with sprite, or to use normal mapping to illuminate the sprite ?

[EDIT] : - how can I have an internationnal keyboard like in pb : keyboardmode(#pb_keyboard_international) ? [/edit]

About the licence, can we use your engine in a commercial game ? Or is it a particular licence to use it ?

Thank you very for this very great engine ! :)


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 Post subject: Re: MP3D Engine Alpha 30
PostPosted: Thu Nov 17, 2011 2:11 pm 
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[blendman] wrote:
HiAbout the licence, can we use your engine in a commercial game ? Or is it a particular licence to use it ?

I belive a sweet donation will be ok ;-)

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 Post subject: Re: MP3D Engine Alpha 30
PostPosted: Thu Nov 17, 2011 4:27 pm 
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Hi by,

here some answers:

- has the engine all the features of the sprite3D and sprite engine of purebasic ?
* Ist is a complete different and own sprite engine. i have most of the Pb Sprite comands, but in some case more functions.

- I think there is a bug with transparency and sprite , or is a special technic to draw an alpha sprite over another sprite :
* what exactly do you mean? in normal case the black color is transparent and you can change the transparence color. If you need you can use
the sprite blendmode, see example MP_SpriteBlendMode.pb

- Code: example

if you change the order of
Sprite = MP_LoadSprite("donut.bmp")
Background = MP_LoadSprite("raupe40_60.bmp")

the background will be on the background and not in front. If you want you can use the MP_SpriteSetZ(Sprite , z) command to change this

- About the post processing (bloom, emboss) : can we have the bloom not on a GUi for example ?
* Please make me a little example. I will test it and find a solution

- is there a way to have an antialiasing screen (for 3D object) (like with Ogre) ?
* The next version has Antialaising 2x and 4x

- can we color a sprite and how ?
* You can create a texture and color it. All Sprites have textures and if you change the texture you change the texture of the sprite too. use the command MP_SpriteFromTexture(Texture) for this.

- some shaders are very impressive, and excellent :D, how can we do : reflection, refraction and fall of shader ?
* search this kind of shader ins the internet and use it in mp3d. in this way i found most of the mp3d shaders

- can we have an orthographic camera (to create a 3D isometric camera) ?
* i don't know, is the camera a normal one or not? Do you habe a example for this?

- is there a way to project shadow with sprite, or to use normal mapping to illuminate the sprite ?
* You want to make shadow with sprite? or Iluminate it? I think this can be done with the MP_SpriteBlendMode

[EDIT] : - how can I have an internationnal keyboard like in pb : keyboardmode(#pb_keyboard_international) ? [/edit]
* Not included

About the licence, can we use your engine in a commercial game ? Or is it a particular licence to use it ?
* the lib is for free, but please make a info that you use the MP3D in the intro
* i love donation but i am realist

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