Are there convincing examples to demonstrate the skills of the PB-Engine?
In my eyes this engine is mere playfulness and blows up the slim PureBasic. Somebody using this engine? Somebody can explain the need of this engine in a language like "Pure"Basic? If I see the showcase of http://www.ogre3d.org/ then I found 10 year old games (Ankh, Jack Keane) in prominent places. It seems this engine is very outdated compared to the common 3D engines.
No problem, use OGRE if you want. But it is possible to offer this PB-Wrapper as an Add-On for PureBasic?
Convincing examples of PB + the Ogre 3D-Engine?
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Re: Convincing examples of PB + the Ogre 3D-Engine?
It is dynamic as hell and not designed as a framework where you write additions for, but as a library which you can use as any other library. It is often used by a film academy in Germany. Besides, here are some projects from beyond 2010: http://www.ogre3d.org/tikiwiki/Projects+using+OGRE
Using Unreal or Unity you will fast come to a point where you think that you hit its limits. I had a simple project to realize with the Unreal Engine. A small network game where you'd pass a water ball with your heads to each other using a head mounted display and tracking of it. It started good locally, but as soon as networking was involved, one player has overridden the position of the other player's HMD. This was due to the fact that EventTick was executed on the client as well as on the server for each object, which is not documented and you cannot distinguish between a local server and a local client event tick if you are not running the server as a dedicated instance.
Using Unreal or Unity you will fast come to a point where you think that you hit its limits. I had a simple project to realize with the Unreal Engine. A small network game where you'd pass a water ball with your heads to each other using a head mounted display and tracking of it. It started good locally, but as soon as networking was involved, one player has overridden the position of the other player's HMD. This was due to the fact that EventTick was executed on the client as well as on the server for each object, which is not documented and you cannot distinguish between a local server and a local client event tick if you are not running the server as a dedicated instance.
bye,
Daniel
Daniel
Re: Convincing examples of PB + the Ogre 3D-Engine?
A while back I posted a few shader examples that might be of interest to you. A lot of other users have also posted 3D examples. Just search the 3D forums to find them.Lebostein wrote: Are there convincing examples to demonstrate the skills of the PB-Engine?
It's for people who don't want to dive into OpenGL or DirectX which are more complex and not complete 3D engines.Lebostein wrote: Somebody can explain the need of this engine in a language like "Pure"Basic?
People could also write wrappers for other engines, but once again not as easy as using a built in one.
Last I checked Ogre 2.1 was faster then Unreal Engine 4 on the rendering side. I wouldn't call that out of date......Lebostein wrote: It seems this engine is very outdated compared to the common 3D engines.
Why?Lebostein wrote: But it is possible to offer this PB-Wrapper as an Add-On for PureBasic?
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Re: Convincing examples of PB + the Ogre 3D-Engine?
Take a look at the superb posts by applePi to see the potential - many valuable standalone snippets. Beyond that, who knows what PB Users may have created. It would be nice to know, but many devs may not want to showcase their apps on the PB site. Is the whole Ogre engine now supported by PB? I think that should be the goal.
IdeasVacuum
If it sounds simple, you have not grasped the complexity.
If it sounds simple, you have not grasped the complexity.
Re: Convincing examples of PB + the Ogre 3D-Engine?
I'm with Samuel 100% on this.
Ogre3d is used widely for many other things than games too.
If you want to see some games made using Ogre3D:
http://www.voiddestroyer.com/about.html
http://www.gamedesignresources.com/tool ... es/ogre3d/
Imho - removing 3D will effectively degrade PureBasic.
I disagree completely.In my eyes this engine is mere playfulness and blows up the slim PureBasic.
Sure..They are working on the Ogre3D engine.If I see the showcase of http://www.ogre3d.org/ then I found 10 year old games.
Ogre3d is used widely for many other things than games too.
If you want to see some games made using Ogre3D:
http://www.voiddestroyer.com/about.html
http://www.gamedesignresources.com/tool ... es/ogre3d/
Imho - removing 3D will effectively degrade PureBasic.
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Re: Convincing examples of PB + the Ogre 3D-Engine?
many 3D source code examples posted here are expired in the share files sites
but i find this "a tour to stonehenge":
http://purebasic.fr/english/viewtopic.php?f=36&t=58632
go down the page and download the Comtois code
but correct in line 111: 1. 5) to 1.5)
i suggest a general purebasic GitHub site maintained by the admin is better to keep the files alive since most codes needs materials, meshes, etc files.
the Horde3D refered to by IdeasVacuum in another thread http://purebasic.fr/english/viewtopic.p ... 25#p499944 have a freebasic wrapper:
http://www.freebasic.net/forum/viewtopic.php?t=23969
i have tried its examples in freebasic but i don't find it more interesting than PB ogre
but look : the author D.J.Peters who have some codes in Purebasic forum, complaines: I know no one here used this modern graphic engine however I added some C++ code.... so situation in fact is the same in all programming languages regarding the 3D
the PB ogre is relatively easier to use. and compatible with many graphics cards, the 3D examples in the distribution is the alphabet , the user is using this alphabet to cook more complex demos.
but i find this "a tour to stonehenge":
http://purebasic.fr/english/viewtopic.php?f=36&t=58632
go down the page and download the Comtois code
but correct in line 111: 1. 5) to 1.5)
i suggest a general purebasic GitHub site maintained by the admin is better to keep the files alive since most codes needs materials, meshes, etc files.
the Horde3D refered to by IdeasVacuum in another thread http://purebasic.fr/english/viewtopic.p ... 25#p499944 have a freebasic wrapper:
http://www.freebasic.net/forum/viewtopic.php?t=23969
i have tried its examples in freebasic but i don't find it more interesting than PB ogre
but look : the author D.J.Peters who have some codes in Purebasic forum, complaines: I know no one here used this modern graphic engine however I added some C++ code.... so situation in fact is the same in all programming languages regarding the 3D
the PB ogre is relatively easier to use. and compatible with many graphics cards, the 3D examples in the distribution is the alphabet , the user is using this alphabet to cook more complex demos.
Re: Convincing examples of PB + the Ogre 3D-Engine?
The question is not the need ... the problem is the size and time that is needed to get everything working. OGRE3D would fit PureBasic perfectly, if ... the PB-Team gets OGRE3D up to date to the 2.1 Version. But i don't know if OGRE3D 2.1 is already ready to be implmented into PB ... it could be still a long time since this should happen. And the FAQ reads like OGRE3D 2.1 does support DX9, but it is not really maintained much more ... so with DX9 there will be compatibility issues or can be completely broken now or later.
>OGRE 2.1 FAQ<
The good thing is, WebGL support should come, and then it could be implemented into SpiderBasic, too. ... but of course, as Fred doesn't have many people behind him ... this challange is big and complex. Time will tell and who knows, what Fred has in his mind.
In the current state, OGRE 1.8.2 is used. Old, limited and the implementation doesn't support the full possibilities. It uses the CPU much more as it should. But you can do already much more, then most hobby programmers will be able to do. And it is the only reason, why i'm still counting on PureBasic.
MFG PMV
>OGRE 2.1 FAQ<
The good thing is, WebGL support should come, and then it could be implemented into SpiderBasic, too. ... but of course, as Fred doesn't have many people behind him ... this challange is big and complex. Time will tell and who knows, what Fred has in his mind.
In the current state, OGRE 1.8.2 is used. Old, limited and the implementation doesn't support the full possibilities. It uses the CPU much more as it should. But you can do already much more, then most hobby programmers will be able to do. And it is the only reason, why i'm still counting on PureBasic.
MFG PMV
Re: Convincing examples of PB + the Ogre 3D-Engine?
I began designing a universal game engine and I realised it would not be a good idea to include Ogre into it. This game engine will predominantly be a 2D engine, with the possibility of adding 3D later. I have forked my game engine into a 3D engine using Ogre and I am happy with the features. I realised that I needed to be using "windowed" full screen mode to modernise my game engine using Ogre.