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Posted: Wed Dec 01, 2004 2:53 pm
by Karbon
Beach: Thanks for the comment about kBilling (I missed it the first time around!)- it is good to know that others have taken notice!

Posted: Wed Dec 01, 2004 3:54 pm
by Psychophanta
I am trying to develop a faithful (as much as possible) psychics simulation, for scientific analysis (my goal is to use a computer to make easier the analysis of the psychic forces behaviour).
It is really really hard, and i don't find any collaborators who enough know about centrifugal, gravity and magnetic (weak and strong nuclear forces and its substitutes) forces.
I use geometrical vector calculations, it is the best, i think.
My project works now for materia (and anti-materia, of course), but the hardest part is + and - electric loads magnetics behaviour, like magnets simulations, for example.

Posted: Wed Dec 01, 2004 5:09 pm
by GedB
eriansa wrote: OLE drag 'n Drop -> C++ DLL
Well, there's no reason that can't be in PB. I'll have to make converting that tutorial my small project :)

Posted: Wed Dec 01, 2004 8:02 pm
by jack
Psychophanta wrote:I am trying to develop a faithful (as much as possible) psychics simulation, for scientific analysis (my goal is to use a computer to make easier the analysis of the psychic forces behaviour).
It is really really hard, and i don't find any collaborators who enough know about centrifugal, gravity and magnetic (weak and strong nuclear forces and its substitutes) forces.
I use geometrical vector calculations, it is the best, i think.
My project works now for materia (and anti-materia, of course), but the hardest part is + and - electric loads magnetics behaviour, like magnets simulations, for example.
for a moment you had me lost :)

Posted: Wed Dec 01, 2004 8:21 pm
by Fred
PureBasic IDE and Visual Designer are medium sized projects done in PureBasic. Restricted Area is a commercial game (now released) done in PB (http://www.restrictedarea.de)

Posted: Wed Dec 01, 2004 8:34 pm
by Berikco
Fred wrote:PureBasic IDE and Visual Designer are medium sized projects done in PureBasic. Restricted Area is a commercial game (now released) done in PB (http://www.restrictedarea.de)
Medium size??? No way, I always try to make it as bloated as possible :mrgreen:

Posted: Wed Dec 01, 2004 8:44 pm
by Fred
:lol:

Posted: Wed Dec 01, 2004 10:04 pm
by eriansa
GedB wrote:
eriansa wrote: OLE drag 'n Drop -> C++ DLL
Well, there's no reason that can't be in PB. I'll have to make converting that tutorial my small project :)
't Was trial and error and trial and error and then I gave up...and returned to the crazy C++ world. :wink:
Don't you remember...I even PM'ed you about it (damn COM!)

c ya

Posted: Wed Dec 01, 2004 11:33 pm
by GedB
I remember it well. It prompted me to order a copy of Essential COM.

I must make the time to have another go at it now that I have the book.

Posted: Wed Dec 01, 2004 11:37 pm
by Max.²
Fred wrote:Restricted Area is a commercial game (now released) done in PB (http://www.restrictedarea.de)
Restricted Area seems to be quite a success story. So far, I noticed only good to very good ratings and in this december's edition of the german magacine c't (guess the most renowned PC magazine in the german area) they made it one of a few picks of the year! Quite a huge success

Hm... hmmmmmmm... hmmmmmmmmmmm... :wink:

Posted: Thu Dec 02, 2004 2:32 pm
by Karbon
I downloaded a demo of the game and the graphics are quite impressive. I can't read a single word of German so I couldn't play, but it looks very nice!

Posted: Thu Dec 02, 2004 10:45 pm
by Psychophanta
jack wrote:
Psychophanta wrote:I am trying to develop a faithful (as much as possible) psychics simulation, for scientific analysis (my goal is to use a computer to make easier the analysis of the psychic forces behaviour).
It is really really hard, and i don't find any collaborators who enough know about centrifugal, gravity and magnetic (weak and strong nuclear forces and its substitutes) forces.
I use geometrical vector calculations, it is the best, i think.
My project works now for materia (and anti-materia, of course), but the hardest part is + and - electric loads magnetics behaviour, like magnets simulations, for example.
for a moment you had me lost :)
Sorry :lol: :lol:
I meant physics :wink:
...mmm Psychics simulation should be A.I. or neuronal networks :wink:

Posted: Tue Dec 07, 2004 12:50 pm
by BalrogSoft
Hi, i was working on my own language for game develpment called VMM Basic (Virtual Mirror Machine Basic), it is a byte-code interpreter, it compile your codes to a virtual code and it is executed with a runtime. It have this name because you can make webcam games (that works like a mirror) on a very easy way. Some of the main features are:

Create stand-alone executables with a runtime of 19 kb.
Up to 5 types of variables.
Arrays up to 4 types and 16 dimensions.
If - Else - EndIf, Repeat - Until, While - Wend, For - Next flow control commands.
Complete debugger to examine your programs step by step.
Procedures with full recurrence, up to 16 parameters.
Local and global variables.
STDCALL and CDECL dynamic link libraries supported.
Motion detection engine based on VFW.
Creation of Windows GUI's easily.
Easy sprite engine based on DirectDraw and Direct3D.
Sprite animation engine based on DirectDraw and Direct3D.
334 native commands, 6488 API commands, and 6112 constants.

It is shareware with a price of 18 EUR. Here is the link: www.balrogsoftware.com/vmbasic

..

Posted: Tue Dec 07, 2004 1:28 pm
by NoahPhense
I'm working on the worlds largest notepad...

jk

- np

Posted: Tue Dec 07, 2004 9:58 pm
by BasicGuy
I'm hoping to, as time allows, put together a full featured isometric-style game engine based on PB. It's for an ongoing love affair I've had with iso style games since I was a wee lad. I'll post snapshots and such as it develops. :wink: