PB3.50 Win32 - Orge 3D Engine DLL
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by Kale.
Any language can't sit on its laurels too long and all need to move on and mature, 3D support is the next logical step. PB is in a good stable state at the minute to allow for such a branch into new territory.
I can't wait to stress test the new 3D command sets
--Kale
In love with PureBasic!
Any language can't sit on its laurels too long and all need to move on and mature, 3D support is the next logical step. PB is in a good stable state at the minute to allow for such a branch into new territory.
--Kale
In love with PureBasic!
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by fred.
MrVain: if you continue this way (always complaining, not helping other people but always saying the same mess on the forum) please leave the PureBasic community. I don't force you to use the langage and if you aren't happy with it, use VC++ and don't bother us. This is insane than I've now a bad feeling when reading this forum especially because of you. Bye bye.
Fred - AlphaSND
MrVain: if you continue this way (always complaining, not helping other people but always saying the same mess on the forum) please leave the PureBasic community. I don't force you to use the langage and if you aren't happy with it, use VC++ and don't bother us. This is insane than I've now a bad feeling when reading this forum especially because of you. Bye bye.
Fred - AlphaSND
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by Death.
I just bought PB, for one reason only: Multiple Platforms!
I am sure that Fred got it right, whatever 3D, it better be the same syntax under both platforms!
The whole question OpenGL/DirectX, whatever, is totally unneccessary once
you use Ogre--- it support them all, so I don't even get the reason for
this discussion. Who doesn't like it can always get the single platform
solutions he/she desires, let's NOT screw up the whole concept of PB here
just because you know and therefor prefer some GL/DX whatever...
Stick to your guns Fred and don't listen to those who don't "get it"...
I just bought PB, for one reason only: Multiple Platforms!
I am sure that Fred got it right, whatever 3D, it better be the same syntax under both platforms!
The whole question OpenGL/DirectX, whatever, is totally unneccessary once
you use Ogre--- it support them all, so I don't even get the reason for
this discussion. Who doesn't like it can always get the single platform
solutions he/she desires, let's NOT screw up the whole concept of PB here
just because you know and therefor prefer some GL/DX whatever...
Stick to your guns Fred and don't listen to those who don't "get it"...
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by koehler.
After a bit of thought, I would agree that if one can program an app and have it run under either OGL or DX, then that is fine. My question/concern was whether or not programmers would be forced to have seperate revisions for both environments, and for different target OS's.
--
1980 Applesoft Basic, '81 6502 Assembler, '82 Pascal, '96 C, '00 Blitz Basic
2003 Pure Basic - History does repeat itself.
After a bit of thought, I would agree that if one can program an app and have it run under either OGL or DX, then that is fine. My question/concern was whether or not programmers would be forced to have seperate revisions for both environments, and for different target OS's.
--
1980 Applesoft Basic, '81 6502 Assembler, '82 Pascal, '96 C, '00 Blitz Basic
2003 Pure Basic - History does repeat itself.
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by Tagg.
Just wondering how big will be a blitz3d .exe full featured 3d app compared to a similar PB/Ogre full featured 3d app.
somehow i get the impression that blitz3d .exes begins to bloat when more code are put into it.
Somehow I cant find a conclusive comparison on your code snippet. Can we conclude that blitzbasic wont make 5 megs .exe files as you put features on your game/app or PB wont grow or make those 5 megs itself?
Btw is the physics engine bundled with your Ogre dll?
Just wondering how big will be a blitz3d .exe full featured 3d app compared to a similar PB/Ogre full featured 3d app.
somehow i get the impression that blitz3d .exes begins to bloat when more code are put into it.
Somehow I cant find a conclusive comparison on your code snippet. Can we conclude that blitzbasic wont make 5 megs .exe files as you put features on your game/app or PB wont grow or make those 5 megs itself?
Btw is the physics engine bundled with your Ogre dll?
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by LJ.
I've read some comparisons with Blitz3D and the Orge 3D Engine and let me tell you, no comparison. You can't compare the two. Blitz3D is NOT a 3D engine, you need to code the logic still. With the Orge 3D engine, all the code, even collisions, is already there for you. Now a Blitz3D 3D engine is about 2 megs, so the difference in size is negligible, it's about the same. I'm comparing to the 3D engine Blitz3D coders have in the forum. Ask yourself the question, how can the Blitz3D engine be better than Orge 3D engine who specialize in just this engine? Answer, it's not. Then, look at all the universities who are using the Orge 3D engine in their classes. Therefore, don't make the mistake of comparing a full blown mature 3D engine like Orge with Blitz3D in regards to the size of the .exe, instead, compare a full blown collision detection 3D engine written in Blitz3D (that can do all the things Orge can do)with Orge.
I've read some comparisons with Blitz3D and the Orge 3D Engine and let me tell you, no comparison. You can't compare the two. Blitz3D is NOT a 3D engine, you need to code the logic still. With the Orge 3D engine, all the code, even collisions, is already there for you. Now a Blitz3D 3D engine is about 2 megs, so the difference in size is negligible, it's about the same. I'm comparing to the 3D engine Blitz3D coders have in the forum. Ask yourself the question, how can the Blitz3D engine be better than Orge 3D engine who specialize in just this engine? Answer, it's not. Then, look at all the universities who are using the Orge 3D engine in their classes. Therefore, don't make the mistake of comparing a full blown mature 3D engine like Orge with Blitz3D in regards to the size of the .exe, instead, compare a full blown collision detection 3D engine written in Blitz3D (that can do all the things Orge can do)with Orge.
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by Saboteur.
But Ogre 3D haven't collisions, and homepage is no available: http://ogre.sourceforge.net. Is the project down? And what about purebasic without Ogre. There will be more 3d updates, or it's finished?
I'm finished.
Win98 Athlon 1200 256DDR ATI RADEON 9000
But Ogre 3D haven't collisions, and homepage is no available: http://ogre.sourceforge.net. Is the project down? And what about purebasic without Ogre. There will be more 3d updates, or it's finished?
Win98 Athlon 1200 256DDR ATI RADEON 9000
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by Rings.
http://ogre.sourceforge.net./modules.ph ... le=Roadmap and there is a entry about collision.
and of course the source is free, so fred can develope himself if ogre were down....
Its a long way to the top if you wanna .....CodeGuru
its online and this is the roadmap:Originally posted by Saboteur
But Ogre 3D haven't collisions, and homepage is no available: http://ogre.sourceforge.net. Is the project down? And what about purebasic without Ogre. There will be more 3d updates, or it's finished?I'm finished.
Win98 Athlon 1200 256DDR ATI RADEON 9000
http://ogre.sourceforge.net./modules.ph ... le=Roadmap and there is a entry about collision.
and of course the source is free, so fred can develope himself if ogre were down....
Its a long way to the top if you wanna .....CodeGuru
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by Amiga5k.
If you knew how sneaky and underhanded MS was during the development of OGL you'd never want to use DirectX. OT, but if the general public only knew how MS really is, they'd drop their rating of them quite a bit. For an eyeful, check out this site:
http://www.vcnet.com/bms/features/3d.html
Very interesting reading...
Russell
***Commodore 64 - Over one million cycles per second, 16 vibrant colors, 3 incredible audio channels and 38,911 Basic Bytes Free! Who could ask for anything more?***
If you knew how sneaky and underhanded MS was during the development of OGL you'd never want to use DirectX. OT, but if the general public only knew how MS really is, they'd drop their rating of them quite a bit. For an eyeful, check out this site:
http://www.vcnet.com/bms/features/3d.html
Very interesting reading...
Russell
***Commodore 64 - Over one million cycles per second, 16 vibrant colors, 3 incredible audio channels and 38,911 Basic Bytes Free! Who could ask for anything more?***
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by LJ.
This is what Fred meant by he is integrating Orge with PureBasic and that all the commands are already there so the size of the .exe will not increase by much beyond what it is now. The code is already contained within the Orge 3D engine, but currently it is not accessible. Bit by bit he is making the already present code in the Orge engine accessible to the PureBasic programmer.
Yes, Ogre has collisions. Think of it like this. You are in a room that has only one light that is on. There are many lights in this room, connected to many light switches, but they are all off right now, only one light is on. The only person who can turn on the different switches in this room is Fred. Bit by bit he will turn on the switches and more and more light will fill the room over the next year.Originally posted by Saboteur
But Ogre 3D haven't collisions, and homepage is no available: http://ogre.sourceforge.net. Is the project down? And what about purebasic without Ogre. There will be more 3d updates, or it's finished?I'm finished.
Win98 Athlon 1200 256DDR ATI RADEON 9000
This is what Fred meant by he is integrating Orge with PureBasic and that all the commands are already there so the size of the .exe will not increase by much beyond what it is now. The code is already contained within the Orge 3D engine, but currently it is not accessible. Bit by bit he is making the already present code in the Orge engine accessible to the PureBasic programmer.
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by CodeMeister.
Gentlemen, after reading through theses posts, one other solution comes to mind and is being used currently by the Blitz3D community, userlibs. The ability to extend the language to other capabilites such as OGL without committing deep changes to the core. Peter Schuetz used native B3D code to access the OGL interface and it works very well without changing the B3D core code. I'm not making a feature comparison between PB and B3D here. Just adding some info... thx.
"If stupidity got us into this mess, why can't it get us out?"
Gentlemen, after reading through theses posts, one other solution comes to mind and is being used currently by the Blitz3D community, userlibs. The ability to extend the language to other capabilites such as OGL without committing deep changes to the core. Peter Schuetz used native B3D code to access the OGL interface and it works very well without changing the B3D core code. I'm not making a feature comparison between PB and B3D here. Just adding some info... thx.
"If stupidity got us into this mess, why can't it get us out?"
-
BackupUser
- PureBasic Guru

- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm