Search found 461 matches

by Bananenfreak
Thu Jan 07, 2021 5:30 pm
Forum: 3D Programming
Topic: Problems with low FPS
Replies: 5
Views: 4806

Re: Problems with low FPS

Thank you for your help. To both of you :)

In general for such cases object instances are used, a huge number of copies of the object but with their one transformation matrix. You have still access to individual objects (their matrix) and they are not "static", but the texture is just send one ...
by Bananenfreak
Wed Jan 06, 2021 10:28 am
Forum: 3D Programming
Topic: Problems with low FPS
Replies: 5
Views: 4806

Problems with low FPS

Hello everyone,

after 7 years I'm coming back for my planned 3D-Game. Back then hope left me, because FPS were too low. I want to give it another try, perhaps someone else in this forum had a similar problem.
So, my main problem is low fps. I want to use physics, too. The code below is one of my ...
by Bananenfreak
Fri Oct 28, 2016 6:04 am
Forum: 3D Programming
Topic: Instancing
Replies: 3
Views: 2925

Re: Instancing

You can use staticgeometry for the static entities and the level Design.
Poorly, For animated or moveable Entities there is no instancing (yet).
Just Start your project. I've encountered a Problem with too many tris in One picture... Round about 4 to 5 million tris and the fly Drops to 18.
by Bananenfreak
Sat Jun 11, 2016 4:26 pm
Forum: 3D Programming
Topic: Gears
Replies: 6
Views: 3635

Re: Gears

Really cool examples. Thank you for sharing it with us :)

I played a while with the turbine, started it in idle running then part load and full load :D
by Bananenfreak
Sat Jun 11, 2016 4:18 pm
Forum: Announcement
Topic: PureBasic 5.50 final is out !
Replies: 132
Views: 77553

Re: PureBasic 5.50 beta 1 is out

For a few months I was not online in this forum...
And now there's a new Beta with cool new features for the 3D-Engine :shock:
Dear Purebasic team, many thanks and thumbs up for you :D
by Bananenfreak
Fri Mar 11, 2016 10:17 am
Forum: 3D Programming
Topic: 50 Sinbads on a circle
Replies: 15
Views: 7252

Re: 50 Sinbads on a circle

Nice :)

I like those flat sinbads in circle falling down :mrgreen:
by Bananenfreak
Thu Mar 10, 2016 10:53 am
Forum: 3D Programming
Topic: Newbie 3D engine question
Replies: 16
Views: 7085

Re: Newbie 3D engine question

In the code, you have everything with the ID of '0'. Make an Enumeration to ensure each item has a unique ID:

Sorry, but I have to correct you. You can use "0" as PB-ID for the camera, an entity, a light, a menu, a window,... . They must be different.
If I´m using "0" twice for an entity, it ...
by Bananenfreak
Tue Mar 08, 2016 9:23 pm
Forum: 3D Programming
Topic: Experiments In Ray Tracing 2 (materials, shaders)
Replies: 27
Views: 10076

Re: Experiments In Ray Tracing 2 (materials, shaders)

Hi Hades,

my CPU is a AMD Phenom II X4 B55 (Unlocked CPU with formerly 2 cores) @3.6GHz. Equal to X4 955 or X4 965.
Ah, I found it. My processor supports SSE 4a, but not 4.1.
Ok, the other procedure makes it. 7 FPS :lol: :lol:
by Bananenfreak
Tue Mar 08, 2016 12:29 pm
Forum: 3D Programming
Topic: Experiments In Ray Tracing 2 (materials, shaders)
Replies: 27
Views: 10076

Re: Experiments In Ray Tracing 2 (materials, shaders)

PureLust wrote:
Bananenfreak wrote:I'm using PB 4.2 x64, Win 7 Home Premium. Do you have an idea what could be the reason for this error?
Maybe an Update to PB 5.4 will help?
Upps :oops: I meant 5.42 :D
by Bananenfreak
Tue Mar 08, 2016 11:59 am
Forum: 3D Programming
Topic: Experiments In Ray Tracing 2 (materials, shaders)
Replies: 27
Views: 10076

Re: Experiments In Ray Tracing 2 (materials, shaders)

Heyho,

I would like to test your code, but it the Compiler throws out an error on line 1 "; Experiments In Ray Tracing 2 ":
Illegal instruction. (Excecution of binary data?)

I´m using the german Version, so this error message is translated by myself. The original message is:
[ERROR] Illegale ...
by Bananenfreak
Tue Mar 01, 2016 12:00 pm
Forum: Announcement
Topic: PureBasic 5.42 LTS final is available !
Replies: 98
Views: 53043

Re: PureBasic 5.42 LTS final is available !

Thank you :D

I've updated my PB to 5.41 two days ago. Now there's a new Version... again :shock:
Btw: First world Problems :D
by Bananenfreak
Tue Mar 01, 2016 11:58 am
Forum: Coding Questions
Topic: [No bug] AppliedImpulse - Same value for X/Y/Z
Replies: 4
Views: 1389

Re: [No bug] AppliedImpulse - Same value for X/Y/Z

Yes Comtois, you're right.
The contact normals are the inversed direction of the applied impulse for the second entity.
by Bananenfreak
Mon Feb 29, 2016 7:29 pm
Forum: Coding Questions
Topic: [No bug] AppliedImpulse - Same value for X/Y/Z
Replies: 4
Views: 1389

Re: AppliedImpulse - Same value for X/Y/Z

Uh, sorry :oops:
I'm using 5.41 LTS, but haven't looked in the documentation yet.
Haven't used PB for a while (no time for it) and a new Version was released :shock:

What about the direction of the applied Impulse? We can get the vector normal to the surface and the Position, but not the ...
by Bananenfreak
Mon Feb 29, 2016 3:11 pm
Forum: Game Programming
Topic: how i make 3D viewport without 3D window requester ?
Replies: 5
Views: 4000

Re: how i make 3D viewport without 3D window requester ?

Just create a borderless window (#PB_Window_BorderLess) and size it in the size of your Screen.
by Bananenfreak
Mon Feb 29, 2016 2:56 pm
Forum: Coding Questions
Topic: [No bug] AppliedImpulse - Same value for X/Y/Z
Replies: 4
Views: 1389

[No bug] AppliedImpulse - Same value for X/Y/Z

Hello friends,

I found a possible bug. When Worldcollisions are used the values for the applied Impulses received via GetX/Y/Z() are always equal.
Even if there´s only an applied Impulse in one direction (In my code it´s X).

Please try my code and tell my your result. With "Q" you can apply an ...