Search found 215 matches
- Sun Oct 12, 2025 1:20 am
- Forum: General Discussion
- Topic: Looking for Suggestions
- Replies: 13
- Views: 1531
Re: Looking for Suggestions
I think you'd have a central executable that manages the states (probably stores in a local DB) of the connections. Multi process is more robust, in case of a bug the external process will fail and the central coordinator can log errors and schedule an other try. But in my CGI experiments I noticed ...
					- Wed Oct 08, 2025 3:49 pm
- Forum: Game Programming
- Topic: Game test v0.01
- Replies: 94
- Views: 8567
Re: Game test v0.01
The "town" remembers me a little the Syndicate game on Amiga and cyberpunk B movies like Nemesis, something of that sort. This looks more and more promising. Congrats to your new editor  
					
- Thu Sep 18, 2025 10:11 pm
- Forum: Coding Questions
- Topic: PB 6,30 beta 2: Declare doesn't match real procedure
- Replies: 4
- Views: 397
Re: PB 6,30 beta 2: Declare doesn't match real procedure
Wow, I must be borderline blind. After I corrected the declaration (to *AVL.AVL_TREE) as they are in the real procedures the compiler accepted it. Thanks guys, and sorry for the false alert.
					- Thu Sep 18, 2025 10:02 pm
- Forum: General Discussion
- Topic: Anyone has tested for Purebasic with Rasperry ?
- Replies: 8
- Views: 962
Re: Anyone has tested for Purebasic with Rasperry ?
It should work just fine with the current Raspberry OS (linux). It has only C backend but I see no drawbacks there. On RP4 the 3D examples work for me only at 15 FPS but I use full resolution 1920x1080 which must be a brake on performance. I haven't used it in weeks but I like to test things on it ...
					- Wed Sep 17, 2025 1:45 pm
- Forum: Coding Questions
- Topic: PB 6,30 beta 2: Declare doesn't match real procedure
- Replies: 4
- Views: 397
PB 6,30 beta 2: Declare doesn't match real procedure
Using PB 6.30 beta 2 I run into problems testing a code that works on former versions. The reason is probably the preceding declare that ends with a quad parameter (?).
It fails on Windows, Linux x86 and x64.
Here's one of the modules that fail
 
DeclareModule AVLTree
 
Prototype fnClearNodeData ...
					It fails on Windows, Linux x86 and x64.
Here's one of the modules that fail
DeclareModule AVLTree
Prototype fnClearNodeData ...
- Mon Sep 15, 2025 4:26 pm
- Forum: 3D Programming
- Topic: Black Hole simulation at the approximation
- Replies: 14
- Views: 998
Re: Black Hole simulation at the approximation
I believe closer particles rotate faster around the event horizon;)
+2 lines:
 
EnableExplicit
#Width = 800
#Height = 600
Structure Particle
angle.f
radius.f
x.f
y.f
z.f
EndStructure
Global NewList Particles.Particle()
Procedure InitParticles(count)
Protected i
For i = 0 To count ...
					+2 lines:
EnableExplicit
#Width = 800
#Height = 600
Structure Particle
angle.f
radius.f
x.f
y.f
z.f
EndStructure
Global NewList Particles.Particle()
Procedure InitParticles(count)
Protected i
For i = 0 To count ...
- Sat Sep 13, 2025 2:53 pm
- Forum: Game Programming
- Topic: Volumetric clouds [CODE]
- Replies: 24
- Views: 2678
Re: Volumetric clouds [CODE]
Very cool. In the first example you can move around the clouds and from a more remote/angular perspective the rain seems to fall into the wrong direction; the clipboard tile falling doesn't follow the direction of the rain drop lines. I suppose it's because the rain animation is itself showing rain ...
					- Wed Sep 03, 2025 1:27 pm
- Forum: Announcement
- Topic: PureBasic 6.30 beta 4 is ready !
- Replies: 105
- Views: 17102
Re: PureBasic 6.30 beta 1 is ready !
Awesome; as side effect it feels like Christmas season never started so early.  
					
- Tue Aug 19, 2025 10:32 pm
- Forum: Game Programming
- Topic: Volumetric clouds [VIDEO]
- Replies: 6
- Views: 1238
Re: Volumetric clouds [VIDEO]
Awesome!
I'm curious did you use the particle engine and special shaders or just one of the two (there are also sky shaders among the Ogre files) ?
					I'm curious did you use the particle engine and special shaders or just one of the two (there are also sky shaders among the Ogre files) ?
- Tue Aug 19, 2025 10:22 pm
- Forum: Tricks 'n' Tips
- Topic: Point'n Click 2D pathFinding
- Replies: 20
- Views: 4713
Re: Point'n Click 2D pathFinding
Hello, 
this looks impressive, good job!
I believe the point is stuck because it lands on the line itself and there is a collision 360° no matter in which direction you "shoot". I'd try to keep the "dot" at a minimum distance from the collider lines (dot radius + 0.00000000001). I haven't looked ...
					this looks impressive, good job!
I believe the point is stuck because it lands on the line itself and there is a collision 360° no matter in which direction you "shoot". I'd try to keep the "dot" at a minimum distance from the collider lines (dot radius + 0.00000000001). I haven't looked ...
- Tue Aug 19, 2025 9:49 pm
- Forum: The PureBasic Editor
- Topic: Toolbar icon size
- Replies: 2
- Views: 752
Re: Toolbar icon size
Hello,
IDK if it would work but I looked into the SilkTheme.zip. The icon files are all in PNG format and they are all 16x16 big.
My guess is that perhaps you could batch render them into a higher resolution with GIMP or XYZ, store them in an other zip and then swap the zips - but the icons would ...
					IDK if it would work but I looked into the SilkTheme.zip. The icon files are all in PNG format and they are all 16x16 big.
My guess is that perhaps you could batch render them into a higher resolution with GIMP or XYZ, store them in an other zip and then swap the zips - but the icons would ...
- Thu Aug 07, 2025 3:52 pm
- Forum: Game Programming
- Topic: Game test v0.01
- Replies: 94
- Views: 8567
Re: Game test v0.01
Hats off!
You did more in a few weeks than me in 20 years of analysis paralysis :lol: I like the "simple" ragdoll implementation and it looks amazing with the assets. You are the do-er !! Here's what I was thinking, loosely sorted from easy/important to hard/lesser important.
Editor
I suggest ...
					You did more in a few weeks than me in 20 years of analysis paralysis :lol: I like the "simple" ragdoll implementation and it looks amazing with the assets. You are the do-er !! Here's what I was thinking, loosely sorted from easy/important to hard/lesser important.
Editor
I suggest ...
- Fri Jul 25, 2025 12:47 pm
- Forum: 3D Programming
- Topic: Vectorial texture and normal map creator
- Replies: 8
- Views: 1569
Re: Vectorial texture and normal map creator
That looks great!
					- Fri Jul 18, 2025 9:06 pm
- Forum: 3D Programming
- Topic: How to get water height?
- Replies: 5
- Views: 1179
Re: How to get water height?
@miso
I wish I knew how to do it but I believe I can follow you. This is very interesting! I believe it could work.
Height.f=GetWaveHeight(x,z) ; <- that would be nice
I've updated the example to use vertices, and the barrels behave "very well" now including underwater friction. The barrels ...
					I wish I knew how to do it but I believe I can follow you. This is very interesting! I believe it could work.
Height.f=GetWaveHeight(x,z) ; <- that would be nice
I've updated the example to use vertices, and the barrels behave "very well" now including underwater friction. The barrels ...
- Fri Jun 20, 2025 6:52 pm
- Forum: 3D Programming
- Topic: How to get water height?
- Replies: 5
- Views: 1179
Re: How to get water height?
Apparently the water height (base) is Y=0.
I have modified the Water.pb example to include a few floating barrels; took me some time to get them floating with water friction when under water. I added physics bodies to the entities, and move the ground plane from -5 to -50. When you set the plane to ...
					I have modified the Water.pb example to include a few floating barrels; took me some time to get them floating with water friction when under water. I added physics bodies to the entities, and move the ground plane from -5 to -50. When you set the plane to ...