
Search found 391 matches
- Tue Jul 29, 2025 5:09 am
- Forum: Game Programming
- Topic: Primitive scenary editor
- Replies: 1
- Views: 81
Re: Primitive scenary editor
I'm incredibly short on time these days, but I will take a peek later. Creating tools is important, you will spend more time with these than with the actual game 

- Tue Jul 15, 2025 4:24 am
- Forum: 3D Programming
- Topic: How can upgrade a mesh v1.41 to work with PB-6.21?
- Replies: 17
- Views: 567
Re: How can upgrade a mesh v1.41 to work with PB-6.21?
Does the shader code runs faster, if I change this downwards? For simpler models, where theres only 1-2 weighted bones? (I assume the answer is yes)
- Mon Jul 14, 2025 3:59 pm
- Forum: Off Topic
- Topic: Build a text editor
- Replies: 17
- Views: 786
Re: Build a text editor
I find this project interesting, I'm following your posts.
- Tue Jul 08, 2025 5:00 pm
- Forum: Coding Questions
- Topic: [Finish]Mouse pointer not moving
- Replies: 3
- Views: 127
Re: [Finish]Mouse pointer not moving
For 6.21 sprites:
InitSprite()
InitKeyboard()
InitMouse()
OpenWindow(0,0,0,500,100,"SPH_Entertainment",#PB_Window_ScreenCentered);|#PB_Window_SystemMenu)
OpenWindowedScreen(WindowID(0),0,0,500,100,1,0,0)
CreateSprite(0,40,40,#PB_Sprite_AlphaBlending)
StartDrawing(SpriteOutput(0))
DrawingMode(#PB ...
InitSprite()
InitKeyboard()
InitMouse()
OpenWindow(0,0,0,500,100,"SPH_Entertainment",#PB_Window_ScreenCentered);|#PB_Window_SystemMenu)
OpenWindowedScreen(WindowID(0),0,0,500,100,1,0,0)
CreateSprite(0,40,40,#PB_Sprite_AlphaBlending)
StartDrawing(SpriteOutput(0))
DrawingMode(#PB ...
- Sun Jul 06, 2025 8:59 pm
- Forum: Bugs - 3D Engine
- Topic: PB 6.21: EntityYaw with RotateEntity bug
- Replies: 3
- Views: 179
Re: PB 6.22: EntityYaw with RotateEntity bug
This should be fixed for cases used with the #PB_Engine3D_Adjusted parameter.
- Sun Jul 06, 2025 7:36 pm
- Forum: 3D Programming
- Topic: How can I change the [mesh] vertices data ...
- Replies: 6
- Views: 182
Re: How can I change the [mesh] vertices data ...
But I'm not sure, that the new meshid will correspond to existing entitites. Positioning 1000 individual vertices should be fast even with every loop. (If thats the main feature you will show on screen)
- Sun Jul 06, 2025 1:31 am
- Forum: Game Programming
- Topic: Game test v0.01
- Replies: 33
- Views: 1344
Re: Game test v0.01
1 big mesh with 1 texture is probably better than a lot of small ones. It depends on a lot of things. Selecting what to hide and what to show with best performance can be done with a data structure that is called quadtree. (Octree if 3D, but a topview game can be considered as a 2d field I think ...
- Sun Jul 06, 2025 12:35 am
- Forum: Game Programming
- Topic: Game test v0.01
- Replies: 33
- Views: 1344
Re: Game test v0.01
aerial perspective (false isometric) perspective to limit view zone
Still has some similarity, not the camera collide is the one I find hard. For example, the camera is centered at the player character.
It can take into account the facing for example, to show more what is in the front, and show ...
Still has some similarity, not the camera collide is the one I find hard. For example, the camera is centered at the player character.
It can take into account the facing for example, to show more what is in the front, and show ...
- Sat Jul 05, 2025 10:24 pm
- Forum: Game Programming
- Topic: Game test v0.01
- Replies: 33
- Views: 1344
Re: Game test v0.01
Looks solid, as always. I will follow the improvements on this project. (you choosed the camera type (TPS) that is hardest to do well, so I'm interested in seeing your future solutions. But there are many other.)
- Sat Jul 05, 2025 12:34 pm
- Forum: 3D Programming
- Topic: How can I change the [mesh] vertices data ...
- Replies: 6
- Views: 182
Re: How can I change the [mesh] vertices data ...
I'm not sure, how would I do this. If I understand well, you want to animate the springs. With UpdateMesh(), you can move the vertices to a new position.
(that will update all entities using that mesh.) If different moving parts are made as different submeshes, you can update those parts even ...
(that will update all entities using that mesh.) If different moving parts are made as different submeshes, you can update those parts even ...
- Fri Jul 04, 2025 7:55 pm
- Forum: Game Programming
- Topic: Maths problem with basic camera
- Replies: 29
- Views: 4022
Re: Maths problem with basic camera
Its an offset for the arrowsprite to put it a little bit to the right and down compared to the middle of the boxsprite. Seemed better that way. If you change *0.75 to *1.75, the transformation will be more visible. Though not necessary.
(Also the sprite creation method in that code is not 6.21 ...
(Also the sprite creation method in that code is not 6.21 ...
- Thu Jul 03, 2025 6:28 am
- Forum: Game Programming
- Topic: Maths problem with basic camera
- Replies: 29
- Views: 4022
Re: Maths problem with basic camera
I think I have a good description:
You have a sprite, and have a \x \y as position coordinates. You always draw the sprites there, and do not manipulate the values directly.
You have a \targetx and \targety as coordinates of a point. You want to move the sprite toward this position. You only change ...
You have a sprite, and have a \x \y as position coordinates. You always draw the sprites there, and do not manipulate the values directly.
You have a \targetx and \targety as coordinates of a point. You want to move the sprite toward this position. You only change ...
- Wed Jul 02, 2025 9:05 pm
- Forum: 3D Programming
- Topic: WorldShadowsEx + CreateMaterialEx [PB 6.21]
- Replies: 11
- Views: 686
Re: WorldShadowsEx + CreateMaterialEx [PB 6.21]
@pfshadoko:
Regarding the normals, I was testing with a bad normal map. That caused the artifacts at the edges and not your shader code.
Regarding the normals, I was testing with a bad normal map. That caused the artifacts at the edges and not your shader code.
- Wed Jul 02, 2025 6:24 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 441
Re: AddMaterialLayer()
Don't mention it, your welcome. I'm glad if I was able to help a little. I'm learning also with these.
- Wed Jul 02, 2025 5:50 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 441
Re: AddMaterialLayer()
There is no main mesh. A mesh is composed of submeshes, and it has at least 1. All the 31 item is a submesh in your model. Some of them are textured, some of them are not. (but they have color in their mesh data, and they are visible. Those just do not need a textured material.)
The material name ...
The material name ...