Thanks inc.! I am more familiar with PB code them C++, understanding your code will be a lot easier than the other examples I found. :)
Anyway, I am still wondering if using DirectShow is indeed the best aproach. What I am developing is a game, and DirectX Documentation makes a real confusion when ...
Search found 201 matches
- Wed Dec 29, 2010 5:41 am
- Forum: General Discussion
- Topic: Playing Mp3 files without InitMovie()
- Replies: 2
- Views: 1178
- Tue Dec 28, 2010 6:40 am
- Forum: General Discussion
- Topic: Playing Mp3 files without InitMovie()
- Replies: 2
- Views: 1178
Playing Mp3 files without InitMovie()
Hi Everybody,
Maybe this is an off-topic issue, I am not really sure.
First of all, I really can't use InitMovie since I'm translating my application to C++. (hence the "off-topic")
I've already found a topic describing how to load and play mp3 files using the Media Control Interface (MCI). I ...
Maybe this is an off-topic issue, I am not really sure.
First of all, I really can't use InitMovie since I'm translating my application to C++. (hence the "off-topic")
I've already found a topic describing how to load and play mp3 files using the Media Control Interface (MCI). I ...
- Mon Jul 05, 2010 11:10 pm
- Forum: Announcement
- Topic: Dark Ball 2.1
- Replies: 18
- Views: 8509
Dark Ball 2.1
Hi everybody!
I just finished version 2.1, here are the changes:
*Added a new level set called "Tutorial", with 10 easy levels for the beginners;
*Moved the in-game tutorial text to the "Tutorial" level set;
*Added a new rule called "Kharma Overflow" [see notes below];
*Added config.txt to the ...
I just finished version 2.1, here are the changes:
*Added a new level set called "Tutorial", with 10 easy levels for the beginners;
*Moved the in-game tutorial text to the "Tutorial" level set;
*Added a new rule called "Kharma Overflow" [see notes below];
*Added config.txt to the ...
- Sun Jul 04, 2010 10:20 pm
- Forum: Off Topic
- Topic: Steam sinks pretty low IMHO
- Replies: 17
- Views: 3973
Re: Steam sinks pretty low IMHO
Would I have changed anything in my life if I had the chance? Sure a few tweaks here and there, but I'm generally happy with myself,
what I've experienced have made me what I am, and I would hate to not be "myself", right? *laughs*
Well, correcting yourself doesn't mean your are "not being ...
- Sun Jul 04, 2010 3:38 am
- Forum: Off Topic
- Topic: Steam sinks pretty low IMHO
- Replies: 17
- Views: 3973
Re: Steam sinks pretty low IMHO
I'm pretty damn sure that if I'd started getting really serious with computing earlier than I had (around 16 or so I think),
then I probably wouldn't have gotten into so much trouble as I had.
Well, after reading all your post I guess that if you started your bad habits before you'd be dead by ...
- Tue Jun 29, 2010 7:01 pm
- Forum: Announcement
- Topic: Dark Ball 2.1
- Replies: 18
- Views: 8509
Re: Dark Ball 2.0
Thanks for trying it out guys :)
And I was really worried about the 64bit issue, now I'm just wondering how functions like ReadLong() and PokeL() behave on a 64bit system :\
@Kuron: Isn't he cute? :P And you're welcome! Now you made me really curious XD
@luis: It's funny, that's also happenend to ...
And I was really worried about the 64bit issue, now I'm just wondering how functions like ReadLong() and PokeL() behave on a 64bit system :\
@Kuron: Isn't he cute? :P And you're welcome! Now you made me really curious XD
@luis: It's funny, that's also happenend to ...
- Mon Jun 28, 2010 2:43 pm
- Forum: Announcement
- Topic: Dark Ball 2.1
- Replies: 18
- Views: 8509
Re: Dark Ball 2.0
@swan: Indeed, I coundn't test it on a 64bit OS. But now that you mentioned that, I think that somewhere in the code I use a "Sizeof()" in a place I was sure of the number of bytes I was getting. Could I ask you your e-mail, so that I can send you just a corrected .exe? (which is less than 1Mb :P ...
- Sun Jun 27, 2010 7:28 pm
- Forum: Announcement
- Topic: Dark Ball 2.1
- Replies: 18
- Views: 8509
Dark Ball 2.1
Hi everybody :D
I've being working on a game for some years now. Little by little I finally finished it, I really hope you enjoy it. It's an arkanoid-like game, heavily inspired in DX-Ball, but with lots of new features.
You'll find the download link in my blog: http://nebulaflare.blogspot.com
As ...
I've being working on a game for some years now. Little by little I finally finished it, I really hope you enjoy it. It's an arkanoid-like game, heavily inspired in DX-Ball, but with lots of new features.
You'll find the download link in my blog: http://nebulaflare.blogspot.com
As ...
- Wed Oct 21, 2009 9:17 pm
- Forum: Game Programming
- Topic: 3D Collision Detection In Commercial Games
- Replies: 4
- Views: 3001
Re: 3D Collision Detection In Commercial Games
@Mistrel: Thanks! I'm gonna read more about that then!
@Fred: I didn't know about that, seems pretty useful! I just went to read the PB 3DEngine documentation and found out PureBasic can also handle the collisions
does it use any of these phisics engines or the OGRE engine handles that too?
@Fred: I didn't know about that, seems pretty useful! I just went to read the PB 3DEngine documentation and found out PureBasic can also handle the collisions

- Mon Oct 19, 2009 6:57 pm
- Forum: Game Programming
- Topic: 3D Collision Detection In Commercial Games
- Replies: 4
- Views: 3001
3D Collision Detection In Commercial Games
Hi everybody :)
I am not really interested in any code here, I was just wondering which techniques the games use do detect collision in 3D games nowadays, since even when there seems to be a million things spinning and moving across the screen they still manage do get 60fps.
I was specially ...
I am not really interested in any code here, I was just wondering which techniques the games use do detect collision in 3D games nowadays, since even when there seems to be a million things spinning and moving across the screen they still manage do get 60fps.
I was specially ...
- Thu Jan 31, 2008 8:59 pm
- Forum: Off Topic
- Topic: what the... spam!
- Replies: 17
- Views: 2693
- Wed Jan 30, 2008 8:12 pm
- Forum: Off Topic
- Topic: Just started to learn MPI - need some help!
- Replies: 0
- Views: 747
Just started to learn MPI - need some help!
Hi Everybody. The code below is an atempt to make a Pointer Jumping* algorithm to find the roots of a randomly generated tree. The tree is generated correctly, but the result doesn't come as I expected (like, node 1 root is -16502...).
I really hope someone here knows a bit of MPI to help me.:wink ...
I really hope someone here knows a bit of MPI to help me.:wink ...
- Sat Dec 29, 2007 8:54 pm
- Forum: Coding Questions
- Topic: Primary sound buffer
- Replies: 2
- Views: 1056
If you make some search in how to get pointers to the DirectX objects that PureBasic uses, you will find some pieces of code like this. This one I posted puts the pointer to the primary video buffer in *DD. It won't work if you haven't initialized the screen yet (InitSprite(), OpenScreen() and so on ...
- Sat Dec 29, 2007 6:40 pm
- Forum: Coding Questions
- Topic: Primary sound buffer
- Replies: 2
- Views: 1056
Primary sound buffer
Hi everybody! :wink:
I recently had problems with sound (explained in this topic )
Well, after some researches I found out I could solve it, but I need the pointer to the primary sound buffer. The code probably looks like this:
*DD.IDirectDrawSurface7
!EXTRN _PB_DirectX_PrimaryBuffer
!MOV eax ...
I recently had problems with sound (explained in this topic )
Well, after some researches I found out I could solve it, but I need the pointer to the primary sound buffer. The code probably looks like this:
*DD.IDirectDrawSurface7
!EXTRN _PB_DirectX_PrimaryBuffer
!MOV eax ...
- Thu Dec 27, 2007 4:29 pm
- Forum: Coding Questions
- Topic: Play a sound repeteadly without stopping it
- Replies: 4
- Views: 1606
Hm, "almost" is not enough, but thanks a lot for testing it. :wink: I've never seen this happen before in any game, so I'm sure there must be a solution.
Another very weird issue is that any sound I load, no matter what it's initial frequency is, it always gets converted to 22050hz :? (the sound ...
Another very weird issue is that any sound I load, no matter what it's initial frequency is, it always gets converted to 22050hz :? (the sound ...