PureGDK 2.0 preview (please and help test!)

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PureGDK 2.0 preview (please and help test!)

Post by Mistrel »

After a very long time in development I'm pleased to announce the upcoming release of PureGDK 2.0.

What's so special about PureGDK 2.0?
  • All of DBP compressed down into a single DLL
  • Engine customization; only use the parts of engine you need. For example, an engine which requires basic 3D functionality can compile down to less than 800 KB!
  • Support for PureBasic, C, C++, with anticipated support for Java, Python, Perl, and FreeBasic.
  • Language agnostic interface. If your language isn't supported out of the box it's still compatible if your language can use DLLs
  • Multithreading support
  • Enhanced commands including true support for structured parameters
The new engine is extremely lightweight and highly customizable. Best of all, it's fully compatible with all of DBP plugins.

How can I help test?
I need people to help test a demo on various computer configurations and report back what they used and if they experienced any crashing or lock ups while running it. The only things that are relevant for the test, unless you're experiencing problems, are you operating system, video card, and processor.

For example, I tested it on the following computers:

Windows 7 64-bit Professional (English)
Intel GMA 4500MHD
Intel Core 2 Solo

Windows XP 64-bit (English)
GeForce 9800 GT 1GB
Intel Core 2 Quad Q9550

Here is the file to test:
http://puregdk.com/files/upload/light.zip


I am also looking for experienced users of Java, Python, Perl, and FreeBasic who know how to interface with a DLL to help create bindings for those languages.

This is just a preview. A full beta will be released very soon. :)

Thread on TGC forum:
http://forum.thegamecreators.com/?m=for ... 17&b=8&p=0
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Re: PureGDK 2.0 preview (please and help test!)

Post by IdeasVacuum »

Runs fine on:

WinXP Home SP3 32bit
nVidia Geoforce 7900GT
Intel Core 2 Duo E6400

WinXP Pro SP3 32bit
nVidia GeForce Go 7600
Intel Core 2 Duo Mobile T5500
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Re: PureGDK 2.0 preview (please and help test!)

Post by SFSxOI »

is there a features/functions list for this?

seems to work ok here on Windows 7 Ultimate 32 bit
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Re: PureGDK 2.0 preview (please and help test!)

Post by Mistrel »

SFSxOI wrote:is there a features/functions list for this?
This is the help file for an older version of PureGDK so some of the functions will differ. But it can help you get the gist of the features that come with the engine:
http://puregdk.com/files/upload/puregdk.chm

There are lots and lots of commercial and free plugins for DBP. PureGDK is derived from the same code so the plugins are guaranteed to be compatible.

See the right side of this page for a list of all of the commercial plugins for DBP:
http://darkbasicpro.thegamecreators.com/?f=index
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Re: PureGDK 2.0 preview (please and help test!)

Post by Blue Steel »

Working fine here and fast too

win7 x86 ultimate (latest updates)
CPU: intel core dueo 2.6 with 4gb ram
VC: ati radeon eah 3850

also
1. will this .dll be able to be used on VS2010 (unlike the original DarkGDK which doesn't)
2. will it work on the latest PureBasic or is it still for 4.31
3. I'd also liker to see it available for Ebasic (emergance basic)

Feel free to come and talk about it on http://www.codingmonkeys.com you'll be more than welcome

PM me plz as i'd like to add your product (and anyone elses) to my online shop either through regnow or directly off my site
Currently using PureBasic 4.51(x86)

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Re: PureGDK 2.0 preview (please and help test!)

Post by Mistrel »

1. will this .dll be able to be used on VS2010 (unlike the original DarkGDK which doesn't)
I haven't started generating C headers yet but I can confirm that I have a prototype that works fine with Visual Studio 2010.

It should also work with GNU C/C++. I'll be using standard C with a call to LoadLibrary, GetProcAddress, and FreeLibrary. So it should be portable to any C compiler which can interact with the Win32 SDK.
2. will it work on the latest PureBasic or is it still for 4.31
The PureBasic headers should be both backwards and forwards compatible to PureBasic 4.00 - 4.41 and up. Unlike the previous releases it does not rely on static linking of the headers. You're more than welcome to compile then to static libraries if you like.
3. I'd also liker to see it available for Ebasic (emergance basic)
If can help me to understand the syntax I would be more than happy to generate headers for all of your favorite languages. ;)
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Re: PureGDK 2.0 preview (please and help test!)

Post by blueznl »

If its about a bunch of light balls rotating around a statue then yes, it works here.

Around 1400 fps on on the primary monitor, around 170 fps on the secondary monitor.

Win XP SP3
Dell XPS710 Intel Q6600 Quad
Dell / nVidea 8800GTX (the '768 MB' version)
( PB6.00 LTS Win11 x64 Asrock AB350 Pro4 Ryzen 5 3600 32GB GTX1060 6GB)
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Re: PureGDK 2.0 preview (please and help test!)

Post by Mistrel »

If its about a bunch of light balls rotating around a statue then yes, it works here.
I just want to test it on a range of hardware to see if it crashes. The original release of PureGDK suffered from seemingly random crashes on certain computer configurations. I finally nailed it down to being triggered by certain types of keyboards and my not handling Unicode input messages properly in the message queue.

Just trying to get as much testing as possible. :)
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Re: PureGDK 2.0 preview (please and help test!)

Post by SFSxOI »

forgot to say previously; 1680 FPS here on a 3 Ghz intel processor, 3 GB memory, with an ATI HD4890 graphics card with 1 GB VRam.

Thats not too bad. Is there a 'maximum' limit to FPS with GDK ?
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Re: PureGDK 2.0 preview (please and help test!)

Post by GeoTrail »

Seems I am missing a file called d3dx9_31.dll

Running Windows 7 Professional x64 with Nvidia GeForce 9700M GT.
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Re: PureGDK 2.0 preview (please and help test!)

Post by SFSxOI »

get the latest directx redist (Feb 2010) at > http://www.microsoft.com/downloads/en/r ... fc422d1388
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Re: PureGDK 2.0 preview (please and help test!)

Post by GeoTrail »

Wow. Looks great.
I get around 1200 fps without lighting, and 970 fps with 7 lights.
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Re: PureGDK 2.0 preview (please and help test!)

Post by blueznl »

Duh? Does the number of lights change the FPS? Not here...
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Re: PureGDK 2.0 preview (please and help test!)

Post by Kuron »

With PureGDK 2.0, will we still have to buy DBPro?
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Re: PureGDK 2.0 preview (please and help test!)

Post by GeoTrail »

Offcourse it does. It should. The more light the more graphic intense it is for the graphics card.
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