Even better then, would be if PureBasic implements the Type parameter as an option, and defaults to the internally detected variable type for such functions.Little John wrote:It is not necessary at all to struggle with those type constants for sorting. We don't have to give this information to PB, because PB knows it itself.
PureBasic 5.20 beta 20 is out
Re: PureBasic 5.20 beta 5 is ready to test !
Texas Instruments TI-99/4A Home Computer: the first home computer with a 16bit processor, crammed into an 8bit architecture. Great hardware - Poor design - Wonderful BASIC engine. And it could talk too! Please visit my YouTube Channel 

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Re: PureBasic 5.20 beta 5 is ready to test !
There is already a corresponding feature request:TI-994A wrote:Even better then, would be if PureBasic implements the Type parameter as an option, and defaults to the internally detected variable type for such functions.
http://www.purebasic.fr/english/viewtop ... =3&t=52549
Re: PureBasic 5.20 beta 5 is ready to test !
thx!!!
keep on good work!
keep on good work!
Registered user of PB (on Linux Mint 21.1 & Win 10 64bit)
Re: PureBasic 5.20 beta 5 is ready to test !
Works great compiling my SSH application 
Thank you for this awesome product!

Thank you for this awesome product!
PureBasic
Re: PureBasic 5.20 beta 6 is ready to test !
beta 6 is out for testing 

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Re: PureBasic 5.20 beta 6 is ready to test !
THANKS FRED ... GOING TO TEST;)
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Re: PureBasic 5.20 beta 6 is ready to test !
Thanks. 

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https://reportcomplete.com <- School end of term reports system
Re: PureBasic 5.20 beta 6 is ready to test !
AWESOME! Thank you very much. 

Current configurations:
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Ubuntu 20.04/64 bit - Window 10 64 bit
Intel 6800K, GeForce Gtx 1060, 32 gb ram.
Amd Ryzen 9 5950X, GeForce 3070, 128 gb ram.
Re: PureBasic 5.20 beta 6 is ready to test !
"DisplayTransparentSprite" no longer works inside a [Start/Stop]Drawing block. My code works perfect without [Start/Stop]Drawing, and so I am happy to take it out.
Has something happened to the underlying API? Is it because of DirectX 11 that we no longer need [Start/Stop]Drawing?
Nice work PB team. Very happy with PB 5.20.
Has something happened to the underlying API? Is it because of DirectX 11 that we no longer need [Start/Stop]Drawing?
Nice work PB team. Very happy with PB 5.20.
Re: PureBasic 5.20 beta 6 is ready to test !
Can't wait for the documentation to be available :3
All those new toys *_* Thanks team!
All those new toys *_* Thanks team!
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Re: PureBasic 5.20 beta 6 is ready to test !
These topics are related to your question.Kruno wrote:"DisplayTransparentSprite" no longer works inside a [Start/Stop]Drawing block. My code works perfect without [Start/Stop]Drawing, and so I am happy to take it out.Has something happened to the underlying API? Is it because of DirectX 11 that we no longer need [Start/Stop]Drawing?
http://www.purebasic.fr/english/viewtop ... =4&t=55346
http://www.purebasic.fr/english/viewtop ... 12&t=55324
BP
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Until you know everything you know nothing, all you have is what you believe.
Until you know everything you know nothing, all you have is what you believe.
Re: PureBasic 5.20 beta 6 is ready to test !
Many thanks! 

Re: PureBasic 5.20 beta 6 is ready to test !
Thank you very much !
Thank you very much !Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity()
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse()
Repeat
PureBasic
ForEver
PureBasic
ForEver
Re: PureBasic 5.20 beta 6 is ready to test !
Finally! This is what we needed.Fred wrote:Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity()
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse()

Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)
Re: PureBasic 5.20 beta 6 is ready to test !
Thank you very much Fred! These are commands I was hoping for.Fred wrote: Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity()
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse()
Please if possible can we have a small example of how to use these collision commands.
My specific questions are...
ExamineWorldCollisions(Mode) - What are the modes to choose from? - What to expect from return(so far I only get zero)?
WorldCollisionContact() - (returns a vector) using explicit declarations, how would I receive a vector? - is there a built in vector type I am unaware of?
So if someone who understands can please help with some explanations, or if Fred can please give an example of usage, I would be very grateful

My project needed these commands, and I am very excited to start using them, but so far, no luck, and I think this is only because I don't quite understand correctly.
Thank you in advance,
David