Search found 215 matches

by benubi
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 ...
by benubi
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 :shock:
by benubi
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.
by benubi
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 ...
by benubi
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 ...
by benubi
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 ...
by benubi
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 ...
by benubi
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. :D
by benubi
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) ?
by benubi
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 ...
by benubi
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 ...
by benubi
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 ...
by benubi
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!
by benubi
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 ...
by benubi
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 ...