Vulkan went beta in 13.2(11/28/21) and as far as I can tell it's still beta in 14.3 which was released 09/22/24. Everything does seem to work, though..
I'm no expert, though, only 3D stuff I've done in a couple years is loading levels from WorldCreator which has native ogre/.mesh export
I feel Ogre 14.3 is a massive plus for PureBasic and I intend to carry on where I left off. This for me puts PureBasic ahead of the
competition in it's class and the fact it is still being updated and serviced is a bonus. Also it is nice to work with and quite easy to learn (for a computer language). For me PureBasic ticks all the right boxes with it's recent upgrades and I am going to enjoy making a new game with it. I did take out a year to learn it so I already know the basics which is awesome. I did think I may of wasted a year but not any more it turns out it was a great use of my time.
I am gonna keep practicing with PureBasic until I feel I am at least a bit fluent in it and things start to get easier using it.
It really comes instinctively in the end I hope. I have no problem using a language once I know how to do the things I want in it.
I'm nearly there with PB but I'll wait until beta testing of 6.2 is done.
I am super excited about this even though I don't know how many new things are implemented.
I'd like to remember the team (or anyone able to help) that there is the problem with the AngularVelocityXYZ not being "correctly" transformed. This stems from the Ogre engine itself. The values have to be multiplied with an other orientation vector/quaternion what ever, and the velocity values are apparently also relative to the framerate :/
Perhaps a Fetch/Set function for all physical variables would be useful; Like FetchEntityPhysics(#Entity, *Destination.SpecialPhysicsStructure) And SetEntityPhysics(#Entity, *Source.SpecialPhysicsStructure). A bit like setmesh data uses a full, defined vertex structure now (compared to the preceding flags/assembled version). This way it would be easy to "teleport" objects in motion, better sync over network, create objects that are in motion dynamically. Using only one MoveEntity command invalidates the physics settings, but I'd like to preserve or re-set them.