3D Features - Review
- Bananenfreak
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Re: 3D Features - Review
Hmm, additional for Entities with a physics Body: DetachPhysicsbody(#Entity). We only can Hide the physicsbody, but what if I want to Change a physicsbody to static or in the other direction from a static to sphere or so?
- Bananenfreak
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Re: 3D Features - Review
You misunderstand this Topic. This is, what he/we want for an upcoming Version of PB (Hopefully Comtois/Fred includes it ^^)
- netmaestro
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Re: 3D Features - Review
I would also like to see these changes in the 3d engine. )
for example :
I have to use RayCast and then RayCollide because RayCollide "sees" no mask, and RayCast "sees" through other objects.
for example :
I have to use RayCast and then RayCollide because RayCollide "sees" no mask, and RayCast "sees" through other objects.
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
- netmaestro
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- Location: Fort Nelson, BC, Canada
Re: 3D Features - Review
If i have understand you right ...Alexi wrote:A note in the Help for FreeEntity() and FreeMesh() could be helpful (maybe all Ogre element id's behaviour like this), that the ID of an removed element will be reused. If this ID is stored somewhere and using IsMesh() e.g. it could recognize a wrong element.
I don't know of any implementation, where an ID is not able to be reused
after its previous object is freed. That is not a special behavior.

Re: 3D Features - Review
Incidentally, the number of the entity is limited to 99999. It is a trifle of course ...
Why should this restriction? I do not need 100,000 entity, I want to distinguish between entity (For example: 10000 to 20000 - cubes, with 50,000 to 60,000 spheres ...).
Why should this restriction? I do not need 100,000 entity, I want to distinguish between entity (For example: 10000 to 20000 - cubes, with 50,000 to 60,000 spheres ...).
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
Re: 3D Features - Review
If you use number 60,000 for an entity, 60,000 object slots are allocated. Please read PureBasic objects in the manual.AndyLy wrote:Incidentally, the number of the entity is limited to 99999. It is a trifle of course ...
Why should this restriction? I do not need 100,000 entity, I want to distinguish between entity (For example: 10000 to 20000 - cubes, with 50,000 to 60,000 spheres ...).
You can have more entities by using #PB_Any and a simple Dim cubes.i(10000) : Dim spheres.i(10000) to manage your objects yourself.
Re: 3D Features - Review
So here's how it! Thank you, I'll know.
I do not like to read manuals, unless absolutely necessary. )
I do not like to read manuals, unless absolutely necessary. )
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
Re: 3D Features - Review
That would mean a bug! An ID is always unique, otherwise its not an ID as you can't use it as identifier.Alexi wrote:ID's will be reused, without reseting the ID, some generated meshes often disappeared/getting freed. I checked this explicitly.An object ID in OGRE isn't really unique. To recreate this you have to create meshes and entities more often.

What you mean is maybe this: http://www.purebasic.fr/english/viewtop ... 28&t=55452
That should be fixed, but if you have found a similar bug ... please post a bug-report

@AndyLy
As you see, it is necessary

MFG PMV
Re: 3D Features - Review
The Object has to exist as long as i don't say "free" it.Alexi wrote:That's right, but an ID also only needs to be unique, as long as the objects exists in Ogre.
Everything else is a bug in the object-system.
Of course, but you doesn't have to deal with it. You just writeIf every ID is unique and your application produces several objects per iteration step for several hours this would be, a very, very huge ID.
the ID in a variable ... you doesn't care about the exact value.
Its limit is only the amount of RAM that is available. And on x64,
this can be really really much.
Something internal that is maybe broken if you are right.Maybe it's just something internal from PB.

But as i doesn't have problems like that, it is currently up to
you to investigate that problem. Maybe you have just done
something wrong ... otherwise it is a PB bug that should be fixed.

MFG PMV
Re: 3D Features - Review
Just a little update for those that read this down the line. The Hardware skinning problem was not an internal issue it was an error on my part.
Here's the link Hardware Skinning.
Personally, I think it would be better if hardware skinning and deferred lighting were not built into Purebasic.
Not just them, but shaders in general. In most cases there are too many customization options for them to be user friendly.
If Fred or Comtois wanted to include shaders. I think they would be better off just including the HLSL/GLSL files and then having an example showing how to run them.
That way users still have control over how the shaders work and can edit them to fit their needs.
OGRE is set up this way and it seems to work very well for them.
Of course this is just my personal opinion on the subject.
Here's the link Hardware Skinning.
Personally, I think it would be better if hardware skinning and deferred lighting were not built into Purebasic.
Not just them, but shaders in general. In most cases there are too many customization options for them to be user friendly.
If Fred or Comtois wanted to include shaders. I think they would be better off just including the HLSL/GLSL files and then having an example showing how to run them.
That way users still have control over how the shaders work and can edit them to fit their needs.
OGRE is set up this way and it seems to work very well for them.
Of course this is just my personal opinion on the subject.