My version of PureBasic's future

Everything else that doesn't fall into one of the other PB categories.
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oakvalley
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Re: My version of PureBasic's future

Post by oakvalley »

[quote]Hey, a lightwave fan !
A loooong time ago, I needed a converter and found this one. So far, I've not used it for years and I don't know if it works with the new lw version (I found it OK with 11.5 if I remember). The source code was included. I'm still hosting the last working version, take a look there : http://www.purebasic.fr/english/viewtop ... 97#p292697
and there : http://www.purebasic.fr/english/viewtop ... 33#p401733
And... I've done a lot of objects with it, happily sharing some, and even used morph functions and bones ;)[/quote]


Oh yes, I'm a regular Lightwave user, at work mostly :-) Thanks for the plugin, it does work with Lightwave 11.5 (but not 64bit version, only 32). I managed to export stuff, and also used the "OgreAssimpConverter.zip" as mentioned in PB's help, so this does really give hope for 3D mesh in PB for me. Now, I could potentionally start working on my own Stunt Car Racer version, haha, gonna take lightyears to get it done probably.
Regards Stone Oakvalley
Currently @ PB 5.70
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Tenaja
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Re: My version of PureBasic's future

Post by Tenaja »

bosker wrote:@Keya

The speed of 32 vs 64 bit depends on what you are doing.
The stuff that I provide manipulates a lot of scientific data - there's a lot of maths and shovelling lumps of data around. The vast majority of time is spent executing code in my applications - there's not much reliance on Windows system functions, so thunking isn't an issue.

I've found that some of the CPU math instructions in 64-bit are much slower than the 32 bit ones. Division and modulo in particular seem very sluggish. I guess it's because more bits are being moved around in 64-bit.

The difference between 32 and 64-bit math operations was so marked that I wrote a set of benchmarks to check what I was seeing. They confirmed that some things are definitely slower with more bits but the numbers vary from one machine to the next.

The biggest difference I currently have is that in one particular application, the 32-bit version takes only 21% of the time the 64-bit takes. I have a redesign / rewrite planned for that one. ;-)
That speed difference with math is interesting. Is guess it's got to do with the type and the operations.

My Scintilla app runs about 20-30% faster when compiled in 64 bit.
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Re: My version of PureBasic's future

Post by Mistrel »

I agree with removing Ogre; I've never been happy with it as a 3D engine solution. I would also much rather see an A+ implementation on OpenGL 1.3 than a mediocre one. For example, we have a 3D library but not no 3D math to go with it?

PureBasic is a language and set of libraries that thrives on doing simple incredibly well. Ogre was never a good fit for that.
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