Limitations and Roadblocks in Purebasic for Gamemaking

Advanced game related topics
User avatar
Fractalorangejuice
User
User
Posts: 14
Joined: Thu Jun 18, 2009 6:14 am
Location: Berlin,Germany

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by Fractalorangejuice »

Sorry to address everyone by name , I don't want to make things too confusing..

djes: I have done some pretty nice things in PB as far as Graphics are concerned and as far as the Ogre commands that are integrated. I'm just greedy for all the sexy stuff. :D

Fred: I don't think I've yet had a chance to express to you and team directly yet how awesome PureBasic is. It literally made me love programming again. Size, speed, cross platform support I found out about it via a Wikipedia comparison of languages and after a few lessons in syntax from the friendly people(Kaeru Gaman.. I'm looking in your direction) on this forum I obsessively went about making games. So thank you 1000 times for all your efforts.

I do see your point about it being a good launching pad to learn and it is exceedingly easy to use. 3d platformers and 3/4 perspective games like diablo3 aren't super high poly count games but what they do have is polish. Certain basic effects make a huge difference in detail when making games like these. Parallax mapping, HDRI lighting, Color mixing routines, and lighting falloff that can be fine tuned can make a decades worth of difference when it comes to the refined look of a game. I realize I'm stating the obvious here and that it's not like you don't have anything else to do :)

J. Baker: I know I can make games in PB that's not a problem at all. The problem I have is that I'm way too good in the media end of gamemaking compared to the programming side and I guess I should have named this thread "My Current Limitations in understanding and the Roadblocks I'm having difficulty circumnavigating in Purebasic for Gamemaking" But I almost feel like I might pass out just reading that out loud. :wink: I decided that I'd learn the final and most difficult discipline in game making by teaching myself to really program and so far it's been really hard but fun.

I do see the merits of a dedicated programmer and a dedicated graphics artist but I also crave the control of doing things all on my own. Of course I mean within reason and I won't be making the next Diablo ; I know that's a job for hundreds of people.

From earlier in the post.. I found this on the Leadwerks homepage. http://www.leadwerks.com/werkspace/ looks like Purebasic is on the map there, Hmm....
tempest
New User
New User
Posts: 8
Joined: Mon Feb 08, 2010 11:15 pm

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by tempest »

FYI you can use leakwerks in PB and pretty much any other tools that lets you use NT loadlibrary, most are supported by the engine though through API linking. If you're a lone developer or small team it's probably the wisest choice for 3D, unless you want cross platform then there is crystalspace etc..

If you're a bedroom programmer and setting your expectations to [fashionable engine here] or nothing you'll be developing vaporware till you croke, and programming isn't nearly as time consuming and unforgiving as modeling/texturing/rigging..
User avatar
J. Baker
Addict
Addict
Posts: 2181
Joined: Sun Apr 27, 2003 8:12 am
Location: USA
Contact:

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by J. Baker »

Fractalorangejuice

Graphics and animation was my strong side as well. I just started doing various small test in OGRE/PB. That and non-game programming (if that's a word) in PB. But don't worry, time and experimenting will pay off. You'll be fine and I look forward to seeing some of your work. ;)
www.posemotion.com

PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef


Even the vine knows it surroundings but the man with eyes does not.
User avatar
Blue Steel
Enthusiast
Enthusiast
Posts: 132
Joined: Wed Aug 31, 2005 4:49 pm
Contact:

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by Blue Steel »

Don't forget you can also access the ORGE (or any other 3d library or other engine) routines via general programming methods .. IE: they don't HAVE to be inbuilt keywords etc in PB to access them. Sure it makes it easier but anmyone can write their own wrapper until everything is in there.

thats the point i was trying to make
Currently using PureBasic 4.51(x86)

Image http://www.codingmonkeys.com
Covers many languages including PureBasic
User avatar
Fractalorangejuice
User
User
Posts: 14
Joined: Thu Jun 18, 2009 6:14 am
Location: Berlin,Germany

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by Fractalorangejuice »

J. Baker: Thanks for the encouragement. It's nice to know someone had the same handicap. :wink: When I do come up with something more complete I will be sharing it with the community for sure. I've toyed with the idea of releasing my 2d particle system(I was remaking a c64 game.. try and guess which one :) ) but it's as of yet a bit incomplete, buggy, it's some seriously ugly looking code and it's not so fast as it uses sprite3d. http://www.waxpaperdesign.com/programmi ... emtest.zip I'd love to add collision and spawning soon when I get in the mood.

Blue Steel: What does the basic structure of a wrapper look like? Not necessarily code but could you give me an idea pseudo or otherwise how the structure and flow works. In this case would I(or could I) write the wrapper in PB? I get the feeling I'm imagining this to be much more complicated than it is.
Last edited by Fractalorangejuice on Wed Feb 10, 2010 3:10 am, edited 1 time in total.
User avatar
J. Baker
Addict
Addict
Posts: 2181
Joined: Sun Apr 27, 2003 8:12 am
Location: USA
Contact:

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by J. Baker »

Link seems to be bad.
www.posemotion.com

PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef


Even the vine knows it surroundings but the man with eyes does not.
User avatar
Fractalorangejuice
User
User
Posts: 14
Joined: Thu Jun 18, 2009 6:14 am
Location: Berlin,Germany

Re: Limitations and Roadblocks in Purebasic for Gamemaking

Post by Fractalorangejuice »

Try again.. I had spelled some things horribly wrong I just fixed it. :oops:

On an unrelated note I'd like to take a minute to extend an apology to both IdeasVacuum and rsts if I came off as abrasive toward the beginning of this topic. I didn't intend to. Too much coffee can make a man into a monster. :x :D
Post Reply