Feel better that way? :wink:
; Author: Kelebrindae
; Date: dec, 02, 2015
; PB version: 5.40
; Press Space to throw the dice, and "P" to display its Physics body.
;- Initialisation
;If MessageRequester("12-sided dice","Full Screen ?",#PB_MessageRequester_YesNo) = #PB_MessageRequester_Yes ...
Search found 125 matches
- Wed Dec 02, 2015 5:49 pm
- Forum: 3D Programming
- Topic: Iacta alea est
- Replies: 8
- Views: 4271
- Wed Dec 02, 2015 11:10 am
- Forum: 3D Programming
- Topic: Iacta alea est
- Replies: 8
- Views: 4271
Re: Iacta alea est
Hi,
@ApplePi: Thanks for the resurrection of this old snippet!
I've adjusted a few parameters in your code, to make the rolls looks more real:
- The mesh was created with size = 3, and the entity was then scaled x4. Thus, if one unit is one meter (that more or less what the engine assumes), your ...
@ApplePi: Thanks for the resurrection of this old snippet!
I've adjusted a few parameters in your code, to make the rolls looks more real:
- The mesh was created with size = 3, and the entity was then scaled x4. Thus, if one unit is one meter (that more or less what the engine assumes), your ...
- Fri Jan 30, 2015 3:43 pm
- Forum: Applications - Feedback and Discussion
- Topic: planets!
- Replies: 11
- Views: 9539
Re: planets!
No problem! For now, I don't have much time to code so I'll be glad if this source can be of use to your project.deseven wrote: I probably should take your planet generation algorithm if you don't mind.

- Thu Jan 29, 2015 10:05 am
- Forum: Applications - Feedback and Discussion
- Topic: planets!
- Replies: 11
- Views: 9539
Re: planets!
Wow, very nice!
I should try to merge it with my own star-system generator (http://www.purebasic.fr/english/viewtop ... 12&t=39470) to generate all the infos about the planets.

I should try to merge it with my own star-system generator (http://www.purebasic.fr/english/viewtop ... 12&t=39470) to generate all the infos about the planets.
- Mon Dec 22, 2014 10:15 am
- Forum: Tricks 'n' Tips
- Topic: Line intersection
- Replies: 16
- Views: 9346
Re: Line intersection
Nice and useful code, Trond! And the demo makes it easy to understand. :D
May I point out a slight optimization? Procedure PointDistance(*a.SPoint, *b.SPoint)
xd = Abs(*a\x-*b\x)
yd = Abs(*a\y-*b\y)
ProcedureReturn Sqr(xd*xd + yd*yd)
EndProcedure Here, the "Abs()" aren't necessary, as you're ...
May I point out a slight optimization? Procedure PointDistance(*a.SPoint, *b.SPoint)
xd = Abs(*a\x-*b\x)
yd = Abs(*a\y-*b\y)
ProcedureReturn Sqr(xd*xd + yd*yd)
EndProcedure Here, the "Abs()" aren't necessary, as you're ...
- Tue Dec 09, 2014 9:53 am
- Forum: 3D Programming
- Topic: Circular Tube ( UFO ) & Conical and Pyramidal tubes
- Replies: 22
- Views: 11376
Re: Circular Tube ( UFO )
Very cool demo, applePi! (if a little nausea-inducing, but though...)
And I would totally vote for you as the next UK's Prime Minister if I could; t'would be fun.
And I would totally vote for you as the next UK's Prime Minister if I could; t'would be fun.

- Tue Dec 09, 2014 9:36 am
- Forum: Bugs - 3D Engine
- Topic: [PB 5.31] NodeAnimation rotation
- Replies: 0
- Views: 3437
[PB 5.31] NodeAnimation rotation
Hi,
The "SetNodeAnimationKeyFrameRotation" command seems to yield erratic results when the rotation parameters are superior or equal to 180°.
In the sample code below, there's two "nodes", without movement, used to rotate a cube 180°. I thought the cube would progressively rotate to reach a 180 ...
The "SetNodeAnimationKeyFrameRotation" command seems to yield erratic results when the rotation parameters are superior or equal to 180°.
In the sample code below, there's two "nodes", without movement, used to rotate a cube 180°. I thought the cube would progressively rotate to reach a 180 ...
- Mon Sep 08, 2014 8:56 am
- Forum: 3D Programming
- Topic: Minecraft-like World
- Replies: 20
- Views: 23100
Re: Minecraft-like World
First, thanks a lot for your kind comments! :D
Second: Sorry for the problems you encountered, you are absolutly right...
This is more a test project that got out of control and took me way too much time, actually. I was just wondering how the whole "procedurally generated block world" was working ...
Second: Sorry for the problems you encountered, you are absolutly right...
This is more a test project that got out of control and took me way too much time, actually. I was just wondering how the whole "procedurally generated block world" was working ...
- Fri Sep 05, 2014 10:25 am
- Forum: 3D Programming
- Topic: Minecraft-like World
- Replies: 20
- Views: 23100
Minecraft-like World
Hi,
I've made a little minecraft clone. Sorry I've took so long before posting it here, but I was trying to pinpoint and fix a bug that was preventing it to cross-compile on x86 and x64... (see here: http://www.purebasic.fr/english/viewtopic.php?f=4&t=60433
The "game" is in a very early stage ...
I've made a little minecraft clone. Sorry I've took so long before posting it here, but I was trying to pinpoint and fix a bug that was preventing it to cross-compile on x86 and x64... (see here: http://www.purebasic.fr/english/viewtopic.php?f=4&t=60433
The "game" is in a very early stage ...
- Mon Aug 04, 2014 9:09 am
- Forum: 3D Programming
- Topic: 3D Anaglyph compositor
- Replies: 23
- Views: 11567
Re: 3D Anaglyph compositor
Hi guys,
First, thanks a lot for your work and your comments! :D
Second: Why did I convert all to greyscale?
=> Because the red or cyan areas of the image will interfere with the analygh technic and mess with the 3D effect.
There's solutions, of course: before rendering the image, the red and ...
First, thanks a lot for your work and your comments! :D
Second: Why did I convert all to greyscale?
=> Because the red or cyan areas of the image will interfere with the analygh technic and mess with the 3D effect.
There's solutions, of course: before rendering the image, the red and ...
- Mon Aug 04, 2014 8:55 am
- Forum: 3D Programming
- Topic: Terrain collisions after modifying terrain
- Replies: 9
- Views: 5764
Re: Terrain collisions after modifying terrain
@Alexi:
You ask much, but give very little.
The statement seems harsh, so please let me explain. I'm sure you're a very competent coder, Alexi, and your posts in the "announcements" section sure are compelling. But I've never seen you post a single line of your own code here.
People have done a lot ...
You ask much, but give very little.
The statement seems harsh, so please let me explain. I'm sure you're a very competent coder, Alexi, and your posts in the "announcements" section sure are compelling. But I've never seen you post a single line of your own code here.
People have done a lot ...
- Sun Jul 13, 2014 10:39 pm
- Forum: 3D Programming
- Topic: 3D Anaglyph compositor
- Replies: 23
- Views: 11567
3D Anaglyph compositor
Hi everyone,
Here's an anaglyph compositor I've made some time ago but forgot to post here (sorry).
http://keleb.free.fr/codecorner/download/purebasic/stereoCompo-snapshot.jpg
How does it work:
Two cameras, slightly apart and linked to a node, view the scene from two slightly different angles ...
Here's an anaglyph compositor I've made some time ago but forgot to post here (sorry).
http://keleb.free.fr/codecorner/download/purebasic/stereoCompo-snapshot.jpg
How does it work:
Two cameras, slightly apart and linked to a node, view the scene from two slightly different angles ...
- Fri Jun 13, 2014 9:00 am
- Forum: Applications - Feedback and Discussion
- Topic: CreepyBlocks Editor
- Replies: 2
- Views: 5251
Re: CreepyBlocks Editor
Very nice!
If you're interested in a texture atlas implementation, there's one here (though it may need some adjustement):
http://www.purebasic.fr/french/viewtopi ... 13&t=14529
If you're interested in a texture atlas implementation, there's one here (though it may need some adjustement):
http://www.purebasic.fr/french/viewtopi ... 13&t=14529
- Thu Feb 13, 2014 11:03 am
- Forum: 3D Programming
- Topic: Convert everything on this page to PureBasic
- Replies: 10
- Views: 4358
Re: Convert everything on this page to PureBasic
A long time ago, I made this little thing to create platonic solids (listed here on Paul Bourke's page: http://paulbourke.net/geometry/platonic/ ):
The code's quite rough around the edges (I was Oh so much younger), but hey, it works.... :wink:
Link to the french forum: http://www.purebasic.fr ...
The code's quite rough around the edges (I was Oh so much younger), but hey, it works.... :wink:
Link to the french forum: http://www.purebasic.fr ...
- Tue Feb 04, 2014 1:53 pm
- Forum: 3D Programming
- Topic: Grass Module 2
- Replies: 6
- Views: 2956
Re: Grass Module
You're welcome!
You can find all the "auto" parameters here: http://www.ogre3d.org/docs/manual/manua ... d_005fauto

You can find all the "auto" parameters here: http://www.ogre3d.org/docs/manual/manua ... d_005fauto