PureBasic 4.30 and Ogre
PureBasic 4.30 and Ogre
Hello,
are there any news, info, etc... about new PureBasic version (containing updated Ogre interface)?
Can someone tell me if I will be able to create vehicles? And big terrains?
Any information will be welcome!!!
Thank you!!!
are there any news, info, etc... about new PureBasic version (containing updated Ogre interface)?
Can someone tell me if I will be able to create vehicles? And big terrains?
Any information will be welcome!!!
Thank you!!!
Should support this :
http://www.ogre3d.org/index.php?option= ... Itemid=128
plus maybe ODE... ?
I don't like Ogre at all but I guess some people do
http://www.ogre3d.org/index.php?option= ... Itemid=128
plus maybe ODE... ?
I don't like Ogre at all but I guess some people do

I don't know Ogre in detail, but it seems the engine 3d well integrated in PureBasic.
I don't want to work with PureGDK (I worked with dark basic pro & dark physic and it is limited and buggy!!!). I wanted to use PureBasic to make a 3d game with physics (+vehicles) and big terrains, but I need a good 3d engine (leadwerks?).
Have you any suggestion?
I don't want to work with PureGDK (I worked with dark basic pro & dark physic and it is limited and buggy!!!). I wanted to use PureBasic to make a 3d game with physics (+vehicles) and big terrains, but I need a good 3d engine (leadwerks?).
Have you any suggestion?
- Kaeru Gaman
- Addict
- Posts: 4826
- Joined: Sun Mar 19, 2006 1:57 pm
- Location: Germany
Hey,
@ Polo, well not entirely, You can use 3D Engines that are in DLL format that is able to be interfaced by PureBasic.. I.e. Not ActiveX natively.
I have tried many engines, from TrueVision (coupled with the PureDispHelper User Library, but even then its tedious, and a pain in the ass to work with.)
Dreamotion3D Is a good candidate for a 3d engine, though it does lack a lot of features since the developer scrapped it, and jumped on to making another engine which I don't think is progressing that much.
Though if you are really enthusiastic about developing a 3D game, I would look towards the PureGDK library (it does require an installation of Darkbasic Professional).
Irrlicht is ok, though is very basic, in terms of what it does and doesn't support.
I would personally love to see the entire of Ogre implimented into PureBasic including the little add-ons available to the Ogre community, because it would without a doubt evolve Purebasic into much more of a valuable tool, and the sales would no doubt go up, with independent game developers popping up from everywhere looking for an easy-to-use development tool to create 'awsome' games in minimal time.
Regards,
Mike
@ Polo, well not entirely, You can use 3D Engines that are in DLL format that is able to be interfaced by PureBasic.. I.e. Not ActiveX natively.
I have tried many engines, from TrueVision (coupled with the PureDispHelper User Library, but even then its tedious, and a pain in the ass to work with.)
Dreamotion3D Is a good candidate for a 3d engine, though it does lack a lot of features since the developer scrapped it, and jumped on to making another engine which I don't think is progressing that much.
Though if you are really enthusiastic about developing a 3D game, I would look towards the PureGDK library (it does require an installation of Darkbasic Professional).
Irrlicht is ok, though is very basic, in terms of what it does and doesn't support.
I would personally love to see the entire of Ogre implimented into PureBasic including the little add-ons available to the Ogre community, because it would without a doubt evolve Purebasic into much more of a valuable tool, and the sales would no doubt go up, with independent game developers popping up from everywhere looking for an easy-to-use development tool to create 'awsome' games in minimal time.
Regards,
Mike
I think there are many "doubts" here. I think many people are like in my position: it seems almost every indie tool to make games (not the usual tetris or pacman, but something more complex) are not enough mature. Until now, I found only 3d game studio really mature and with every feature needed (for an indie developer).
I like PB very much, and I'm using it to make a rich client application. But for games 3d... the situation seems different.
And if I take a look somewhere else, I see a similar scenario. I bought many 3d engines, but they are not mature (buggy, in beta forever, lack of features, etc...).
I'm frustrated.
I like PB very much, and I'm using it to make a rich client application. But for games 3d... the situation seems different.
And if I take a look somewhere else, I see a similar scenario. I bought many 3d engines, but they are not mature (buggy, in beta forever, lack of features, etc...).
I'm frustrated.
What you say is pretty right, 3DGS is mature (though it wouldn't be my choice either), Blitz3D was mature a few year ago but DX7 is obsolete with Vista.ale870 wrote:I think there are many "doubts" here. I think many people are like in my position: it seems almost every indie tool to make games (not the usual tetris or pacman, but something more complex) are not enough mature. Until now, I found only 3d game studio really mature and with every feature needed (for an indie developer).
I like PB very much, and I'm using it to make a rich client application. But for games 3d... the situation seems different.
And if I take a look somewhere else, I see a similar scenario. I bought many 3d engines, but they are not mature (buggy, in beta forever, lack of features, etc...).
I'm frustrated.
All the other engines either are beta, bloated (Ogre...) or not usable.
Another problem I found for Blitz3D and BlitzMax is I cannot understand if it is still developed. It seems they make only bug fix, but there are no new versions.
I think PB is a good candidate for blitzbasic products replacement, but in gaming area, it sufffers similar problems of other tools.
Until now, it seems that Indie games development for "serious" and complex games is still an illusion.
I think PB is a good candidate for blitzbasic products replacement, but in gaming area, it sufffers similar problems of other tools.
Until now, it seems that Indie games development for "serious" and complex games is still an illusion.
Blitz Research is much worse that Fantaisie Software in marketing/communicationale870 wrote:Another problem I found for Blitz3D and BlitzMax is I cannot understand if it is still developed. It seems they make only bug fix, but there are no new versions.
I think PB is a good candidate for blitzbasic products replacement, but in gaming area, it sufffers similar problems of other tools.
Until now, it seems that Indie games development for "serious" and complex games is still an illusion.

Thankfully, Purebasic is powerful, fast, and very flexible, so you can do whatever you want with it, including accessing to DirectX and Opengl.
- Kaeru Gaman
- Addict
- Posts: 4826
- Joined: Sun Mar 19, 2006 1:57 pm
- Location: Germany
what I really disliked with 3DGS, I bought the "extra" edition for €50,-
and then I realized for full functionallity I would need the "professional" for €1000,-
but ok, it has the modeller with it, a big plus.
I was deadly disappointed by DarkBasic, wich called itself a GamesCreator,
and then turned out to be a text editor without any content editor.
and then I realized for full functionallity I would need the "professional" for €1000,-
but ok, it has the modeller with it, a big plus.
I was deadly disappointed by DarkBasic, wich called itself a GamesCreator,
and then turned out to be a text editor without any content editor.
oh... and have a nice day.
My biggest problem is every time I test a 3d game suite (or 3d engine) is I find some features but I loose some other ones. For example...
DreamMotion 3D seems fine, but its development is very slow, and physic seems missing.
About 3dgs: I bought 200$ version (lite-c) and seems very good. Main problems:
1) huge outdoors are very hard to be managed (chucked terrain is an illusion: in fact they say I can load huge terrains using heightmaps, but 3dgs cannot render object with more than 64K points... it means my huge terrain cannot be so... huge!!!
). I tried to attach more terrains together, but in this way I need to manage, manually, every detail about dynamic load, cache, etc... I successfully made some tests (even because lite'c is very fast), but it is very hard.
2) Beyond Virtual is great, but scripting features have some serious limitations (e.g. cannot load models at runtime), furthermore they are changing version (1.1 to 2.0) and the development is very slow. More: the environment seems very closed (no DLL, no crossplatform, etc...).
3) GLBasic seems very limited for functions (multi threading? xml? GUI? etc...)
4) Darkbasic: very buggy. Physic module has serious problems.
5) FPS Creator: no comment
6) Blitz3D and BlitzMax: I like them, but they are outdated, and their development is... no comment.
7) Leadwerks engine: seems good, but I saw only some demos, and several features are still missing.
KBasic: only 2D, not compiled code.
9) TrueVision: is in beta-test from 3 years!!! No comment! (I bought it some years ago for Delphi).
10) Java engines: Not slow... but not too fast and requires a lot of memory. (even if I love Java).
11) Baya engine: SLOW!!! Many resources are required!
12) DXStudio: basically, it is very good, but script language is not compiled (so it is slow), and it seems more general purpose and not optimized for games.
Actually,
have you any other suggestions to make a decent game?
I need:
1) huge terrain management.
2) physic collision and vehicles management (4 tires).
3) load models at runtime.
4) animation bones.
5) compiled language (but not C/C++).
6) win e linux (but not mandatory).
7) possibility to use dll, so libraries.
ragdoll (but not required).
Have you any hints for me?
Maybe Pure Basic 4.30....
* EDIT: *
-----------------
I just found this one:
http://www.phatyaffle.com/index.php?opt ... Itemid=110
Take a look...
DreamMotion 3D seems fine, but its development is very slow, and physic seems missing.
About 3dgs: I bought 200$ version (lite-c) and seems very good. Main problems:
1) huge outdoors are very hard to be managed (chucked terrain is an illusion: in fact they say I can load huge terrains using heightmaps, but 3dgs cannot render object with more than 64K points... it means my huge terrain cannot be so... huge!!!

2) Beyond Virtual is great, but scripting features have some serious limitations (e.g. cannot load models at runtime), furthermore they are changing version (1.1 to 2.0) and the development is very slow. More: the environment seems very closed (no DLL, no crossplatform, etc...).
3) GLBasic seems very limited for functions (multi threading? xml? GUI? etc...)
4) Darkbasic: very buggy. Physic module has serious problems.
5) FPS Creator: no comment

6) Blitz3D and BlitzMax: I like them, but they are outdated, and their development is... no comment.
7) Leadwerks engine: seems good, but I saw only some demos, and several features are still missing.

9) TrueVision: is in beta-test from 3 years!!! No comment! (I bought it some years ago for Delphi).
10) Java engines: Not slow... but not too fast and requires a lot of memory. (even if I love Java).
11) Baya engine: SLOW!!! Many resources are required!
12) DXStudio: basically, it is very good, but script language is not compiled (so it is slow), and it seems more general purpose and not optimized for games.
Actually,
have you any other suggestions to make a decent game?
I need:
1) huge terrain management.
2) physic collision and vehicles management (4 tires).
3) load models at runtime.
4) animation bones.
5) compiled language (but not C/C++).
6) win e linux (but not mandatory).
7) possibility to use dll, so libraries.

Have you any hints for me?
Maybe Pure Basic 4.30....
* EDIT: *
-----------------
I just found this one:
http://www.phatyaffle.com/index.php?opt ... Itemid=110
Take a look...
This is perhaps just only me, though I can't see the use of a 3D engine on Linux. Few years ago I spent one day trying to figure out how to install nvidia drivers... without managing to do it.
I don't expect a gamer to spent so much time for that.
The same goes for MacOSX, just because of the crappy graphic cards they put into their machine.
Leadwerks sounds really good, but it uses OpenGL which is not a solution for me, that's why I'm writing my own in fact...
I don't expect a gamer to spent so much time for that.
The same goes for MacOSX, just because of the crappy graphic cards they put into their machine.
Leadwerks sounds really good, but it uses OpenGL which is not a solution for me, that's why I'm writing my own in fact...