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Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Sun Jul 07, 2013 12:24 pm
by TI-994A
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.
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.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Sun Jul 07, 2013 12:39 pm
by Little John
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.
There is already a corresponding feature request:
http://www.purebasic.fr/english/viewtop ... =3&t=52549

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Mon Jul 08, 2013 2:47 pm
by sartic
thx!!!
keep on good work!

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Tue Jul 16, 2013 1:16 am
by dman
Works great compiling my SSH application :)

Thank you for this awesome product!

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 3:04 pm
by Fred
beta 6 is out for testing :)

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 3:10 pm
by holzhacker
THANKS FRED ... GOING TO TEST;)

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 3:12 pm
by DoubleDutch
Thanks. :)

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 3:26 pm
by DK_PETER
AWESOME! Thank you very much. :wink:

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 3:27 pm
by Kruno
"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.

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 3:54 pm
by Poshu
Can't wait for the documentation to be available :3
All those new toys *_* Thanks team!

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 4:04 pm
by BasicallyPure
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?
These topics are related to your question.
http://www.purebasic.fr/english/viewtop ... =4&t=55346
http://www.purebasic.fr/english/viewtop ... 12&t=55324

BP

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 5:11 pm
by einander
Many thanks! :D

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 7:12 pm
by A.D.
Thank you very much !
Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity()
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse()
Thank you very much !

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 11:12 pm
by Olby
Fred wrote:Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity()
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse()
Finally! This is what we needed. :P

Re: PureBasic 5.20 beta 6 is ready to test !

Posted: Tue Jul 16, 2013 11:28 pm
by aonyn
Fred wrote: Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity()
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse()
Thank you very much Fred! These are commands I was hoping for.
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