Leadwerks Engine and PureBasic

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Leadwerks
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Post by Leadwerks »

That must be due to the EXE packer I used.
byo
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Post by byo »

Looks really nice.
I'll be interested in it in the future if it has support for Purebasic entirely even though Ogre3D is coming. :D

Any way to get compiled demos without downloading the trial. I'd like to test a demo game made with it. ;)

Keep up the good work.
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Fred
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Post by Fred »

There is absolutely no problem to call C functions with 64 bits arguments (double or quad) directly in PureBasic. Take a look to 'Prototypes' if you need to load the DLL dynamically, or look at 'Import' if you have a .lib which can be used to load your DLL.
Leadwerks
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Post by Leadwerks »

Any way to get compiled demos without downloading the trial. I'd like to test a demo game made with it.
Isn't that what the trial is?

There is a small problem with physics/sound. I am not sure yet what is going on, but I will figure it out shortly.
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Post by byo »

I thought it was the ENGINE trial not a DEMO GAME trial.
Thanks anyway. I'll dowload it.

EDIT: the only thing could see about testing as a runtime was the Demo Launcher link. It shows a window to choose a resolution and then changes it and then quits. The Example.exe in the main folder also doesn'r work. Sorry, none of the examples I've tried work in my PC.

My video card is Gefore 8800 GT
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Leadwerks
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Post by Leadwerks »

I think you need to update your drivers.
byo
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Post by byo »

But every other game and engine works here.
Note: I'm a programmer.
:?
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Post by DarkDragon »

byo: Update your drivers or your graphics card won't ever accelerate OpenGL applications.

Here I have a GeForce 8600 GT and it works. But just the island demo. After walking to the first corner with that barrels in the underground demo it crashes (Hangs up in a endless loop).

[EDIT]
Well its all the time I go to barells, I just didn't find them in the island.
bye,
Daniel
byo
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Post by byo »

Thanks, DD. I guess there's not other way. :?

Which makes me wonder: If I create an OpenGL game do I need to tell all of my users to update their drivers?
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Post by Leadwerks »

I made a mistake due to something with sound I added right at the last minute...I will have version 2.1.1 out soon, along with a patch for the demo and a new installer. Sorry about that! :oops:

Other than this sound error I brilliantly introduced right before release and AMD's driver error, everything seems pretty good. :)

We work closely with NVidia and AMD to fix drivers. About 6 months ago NVidia had a very bad bug that would cause crashing if a window was minimized for a few moments. I suspect this might be why Doom 3 and Quake Wars disable the Windows key. I sent them a simple app that demonstrated the error and they fixed it. The point is, drivers are far from perfect, and we have to send reports to AMD and NVidia all the time to get stuff fixed.
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Post by DarkDragon »

byo wrote:Thanks, DD. I guess there's not other way. :?

Which makes me wonder: If I create an OpenGL game do I need to tell all of my users to update their drivers?
Yes, but that's not a problem because most of the people who are playing games do it. Just klickibunti users aren't able to update their drivers. Otherwise you'll never reach hardware acceleration and you bought your graphicscard for nothing more than ignoring it.

@Leadwerks: :-( I would help but I can't -you're my competitiors.
bye,
Daniel
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Post by byo »

So basically the drivers that come originally with the graphics card aren't able to reach hardware acceleration? Or is it something only related to OpenGL?
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Post by DarkDragon »

byo wrote:So basically the drivers that come originally with the graphics card aren't able to reach hardware acceleration? Or is it something only related to OpenGL?
Sure, those which come with the graphicscard do, but not the default windows gdi ones (If you install no driver).
bye,
Daniel
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Post by Leadwerks »

Graphics drivers are very complicated nowadays, and developing them is an ongoing process.

Also bear in mind a lot of our technology is pretty new. Crysis and STALKER are the only engines I know of that do similar things, and they both have been released for less than a year. Because we are sort of trailblazing, we tend to find errors that might not get discovered otherwise. STALKER is the only other deferred renderer I know of, and it uses DirectX, so ours is the only OpenGL deferred renderer I know of. Before you ask "why use deferred rendering?" read why it is so awesome here:
http://www.leadwerks.com/ccount/click.php?id=50

I've already got the sound fixed. I just want to take a couple days to make sure everything else is okay before packaging up version 2.1.1.
Last edited by Leadwerks on Fri Sep 12, 2008 4:28 pm, edited 1 time in total.
byo
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Post by byo »

I see.
Thanks for the explanations, both of you.
I have the drivers from my graphic card box installed.
I''ll test the engine again if needed.
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