Thanks Carm, Bullet is include in purebasic. CreateEntityBodyCarm3D wrote: Thu Feb 26, 2026 7:10 am I love it! How did you get physics working? Did you import the Bullet library?
Game test v0.01
Re: Game test v0.01
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Oh... (looking around nervously) Yeah, I knew that...minimy wrote: Thu Feb 26, 2026 12:12 pmThanks Carm, Bullet is include in purebasic. CreateEntityBody
Re: Game test v0.01
Testing the dummy truck in an small travel for the big land.
The post fx is just to know if is playable in comic mode.
Personally, I really like this effect, since it reminds me of some comic artists from the 80's.
https://youtu.be/wUS2ooBKub0

Thanks friends for the support!
The post fx is just to know if is playable in comic mode.
Personally, I really like this effect, since it reminds me of some comic artists from the 80's.
https://youtu.be/wUS2ooBKub0

Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
That's looking good, the physics is working well and I like the shader effect. 
Re: Game test v0.01
Hey idle, thanks! Old school for ever!
New test truck in the badlands
Now have poles with cables.
Improved Km/h now is the real wheel speed, im working in real advance speed.
Dust and fog added.
Unhook container added, with a key and when the terrain/speed force it.
https://youtu.be/pmoT8qeGrTw

Thanks friends for the support!
New test truck in the badlands
Now have poles with cables.
Improved Km/h now is the real wheel speed, im working in real advance speed.
Dust and fog added.
Unhook container added, with a key and when the terrain/speed force it.
https://youtu.be/pmoT8qeGrTw

Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
love the dust plume it could also add an interesting element to the game where you can't see yourself or another player from the drone views.
Re: Game test v0.01
Is there a 3D scene version?
For now, we only have static images.
For now, we only have static images.
!i!i!i!i!i!i!i!i!i!
!i!i!i!i!i!i!
!i!i!i!
//// Informations ////
Portable LENOVO ideapad 110-17ACL 64 bits
Version de PB : 6.12LTS - 64 bits
Re: Game test v0.01
Hi SPH, what you mean with static and scenes?, the thread includes images and videos. Are you talking about scene like blender scene?.SPH wrote: Sat Feb 28, 2026 10:36 pm Is there a 3D scene version?
For now, we only have static images.
All is created with code, the only external mesh is the buildings, but go to change too.
If you are asking about the code, Im sorry, but this is a commercial project. May be i share parts of the code when finish the project.
This is the work of more than six months and thousands of hours of work and research, with many blocks of code, now im ensambling all.
Thanks friend!
What is the point of this thread?.
1) Demonstrate that purebasic is suitable for creating games of all types. Although the AI says otherwise.
2) Demonstrate that complex things like open world are possible. I haven't seen anything like it on the ogre or purebasic forums.
3) Get rich and dedicate myself to what I like, create video games. Just kidding, I have a great time experiencing the possibilities of purebasic.
Special thanks to Carm3D for the trees, which although they have not been included in this project (because the trees are procedurally generated for performance reasons), are of great artistic quality. Plus they are too pretty for the style of the game.
This example video include trees, terrain, vehicle, clouds, water, poles and cables.
https://youtu.be/2cI-kNi4MvY

Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Hehe! I read idle's post back on Feb 27 and wanted to write under it and ask when you will add dust plumes and tracks. But then I didn't want to add pressure and I "knew" you would do it one day somehow, then I had to laugh that you were so fast at doing it, and that I was shy about asking.
Mui bien! [Insert party/dance smilies here]
I'm doing little "research" and thinking about smart objects and wonder how you'd implement them, if. I have half a solution theoretically using the skeleton reader I posted but I lack the other half in my brain; the animation would be "stored" in an other skeleton smart_object.skeleton and then played with a hand crafted procedure frame by frame with custom UseSmartObject(Entity, SmartObject) kind of procedure; the procedure then will play the animation "manually" directly changing the bone rotations according to the keyframes using interpolation. But that would be only the animation part, I guess there must be a scripted/XML-ed/other configurable aspect to change world states (i.e. thristy/hungry etc.). The smart object itself only needs 1 bone, if any, or "slot" that will be used by the entity. A sitting bench in the park would have 2 or 3 slots for multiple users etc. I wonder if that can be done totally without scripting, using only "templates" but I don't think so because there might be simple checks necessary, and post processing - but this could also be done in pre-defined procedures.
SmartObject(ObjectEntity, OnCheckCanUse$, OnStartUse$, OnWhileUse$, OnFinishUse$, flags)
Somewhere there's perhaps a smartobject.config that simply contains the names of the used procedures, or a mini-script e.g. CheckCanUse$="(Slot=free AND Me=thirsty);" or the procedure to be used - OnCheckCanUse$="CheckCanUseSoda()". The procedures must then be declared with Runtime keyword, like in PB's Dialog library, and they will need extra parameters for the user & the smart object itself. One way or an other I believe this will lead to having key-value storage somewhere, like a blackboard, to favor over dedicated structures (i.e. structure SodaCan) etc.
That would be my idea for now how it could be done without writing behavior trees + scripting engine (I suspect BT's without scripting won't help much if every a<b must be written in separate runtime procedures that also need to be maintained in the code)...
Mui bien! [Insert party/dance smilies here]
I'm doing little "research" and thinking about smart objects and wonder how you'd implement them, if. I have half a solution theoretically using the skeleton reader I posted but I lack the other half in my brain; the animation would be "stored" in an other skeleton smart_object.skeleton and then played with a hand crafted procedure frame by frame with custom UseSmartObject(Entity, SmartObject) kind of procedure; the procedure then will play the animation "manually" directly changing the bone rotations according to the keyframes using interpolation. But that would be only the animation part, I guess there must be a scripted/XML-ed/other configurable aspect to change world states (i.e. thristy/hungry etc.). The smart object itself only needs 1 bone, if any, or "slot" that will be used by the entity. A sitting bench in the park would have 2 or 3 slots for multiple users etc. I wonder if that can be done totally without scripting, using only "templates" but I don't think so because there might be simple checks necessary, and post processing - but this could also be done in pre-defined procedures.
SmartObject(ObjectEntity, OnCheckCanUse$, OnStartUse$, OnWhileUse$, OnFinishUse$, flags)
Somewhere there's perhaps a smartobject.config that simply contains the names of the used procedures, or a mini-script e.g. CheckCanUse$="(Slot=free AND Me=thirsty);" or the procedure to be used - OnCheckCanUse$="CheckCanUseSoda()". The procedures must then be declared with Runtime keyword, like in PB's Dialog library, and they will need extra parameters for the user & the smart object itself. One way or an other I believe this will lead to having key-value storage somewhere, like a blackboard, to favor over dedicated structures (i.e. structure SodaCan) etc.
That would be my idea for now how it could be done without writing behavior trees + scripting engine (I suspect BT's without scripting won't help much if every a<b must be written in separate runtime procedures that also need to be maintained in the code)...
Re: Game test v0.01
@benubi, thanks for the idea, is really good.
This is my auto cut roads, because a road can be very, very long, i did this system to cut the roads in sectors, this is nice for LOD and hide objects whe are far. The idea is simple but to make this is very hard. Is a pseudo bolean operation to cut the mesh.
Include an small loop music theme what i did from the game, for the album 'BadFuture', this will be the name of the game.
You can see the cutter in action here in the video.
https://youtu.be/tbe1HHsdBTg

Thanks friends for the support!
This is my auto cut roads, because a road can be very, very long, i did this system to cut the roads in sectors, this is nice for LOD and hide objects whe are far. The idea is simple but to make this is very hard. Is a pseudo bolean operation to cut the mesh.
Include an small loop music theme what i did from the game, for the album 'BadFuture', this will be the name of the game.
You can see the cutter in action here in the video.
https://youtu.be/tbe1HHsdBTg

Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Very cool feature. Also the title name is appealing.
Good job!


