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Posted: Mon Aug 13, 2007 2:02 am
by ReneMiner
OK, I see.
Why not DX10?
This question should be easy to be answered: guess DX10 is 64Bit and does not support DirectDraw nor GDI any more...

The Point is:

I bought PureBasic because the Box was so pretty and Basic is the only programming language that I understand.

It appeared to be a 3d-Shoot-Em-Up-Construction-Kit with all nescessary tools included so programming-noobs could easy create a 3d-Game by using simple built-in DX9-Functions and Commands and some Basic-language.
I'm not a professional programmer who is familiar with for professional c programmers written documenations in a foreign language
Yeah- english is a foreign language as well as C/C++ for me, so that I would have to learn c first and be in need of a dictionary also

In the box-text promised easy to handle DX9 was the reason to buy purebasic for me- but there is no easy way like

InitDX9()
myXMesh=LoadMeshFromX(#,Filename)
myD3DTexture = LoadTextureFromFile(#,Filename)
DX9Device\SetTetxure myD3DTexture
DX9Device\SetMaterial myD3DMaterial
myXMesh(#)\SetAnimFrame(...)
myXMesh(#)\DrawSubset 0...

Something like that is what I was expecting and I as a "pure and only"- basic-user am not able to set up he structures and interfaces for x-meshes nor d3dTextures nor to write my own DX9-Subsystem that would allow this.

You know as well as I do in the meantime that PureBasic is something else - I could be really angry about that but I'm happy to own some new Basic language that is still under developement

By the way:

I experienced that arrays as a part of a structure cannot be dynamic and I would have to use a couple of pointers - but the calculation-times to get the needed memory-adresses in Basic need too long: its even longer than the desired calculation itself and badly slows down the program.

To help this:
Would it be possible in the future to create a dynamic array of LinkedLists or even better- to allow dynamic (pointer)-arrays as a part of a structure like


structure oneGroup
Members.l
*Member(dynamic)
endstructure

Posted: Mon Aug 13, 2007 9:47 am
by Kaeru Gaman
Would it be possible in the future to create a dynamic array of LinkedLists or even better- to allow dynamic (pointer)-arrays as a part of a structure like
better search for an appropriate topic to put your question in.
I think dynamic structures was already discussed somewhere.
deep down in "InidtDX9" almost noone will read it.

Posted: Fri Aug 17, 2007 9:58 pm
by Thalius
Hi Rene,

prolly the best Solution for you now is to use Irrlicht. Its made to rapidly create good looking 3D Games - has a variety of 3D Format supports, Physics, 3D Sound and and... plus its perfect simple for Beginners aswell ( and if you know what your doing ofc you can do *pretty* advanced stuff ! )

have a look at it ( the Examples are held very simple )
http://www.purebasic.fr/english/viewtop ... sc&start=0

Irrlicht supports basically all you need to create professional looking 3D Games with nice Speed ( and the future holds even cross-platform ^^ )

Feel free to choose your own Rendering Subsystem too ;):
OpenGL
DirectX 8 / 9
Software :)

and yes of course its for Purebasic ;) ( i personally prefer it over using native DX calls anyday ! )

take a look and have fun ;)

Thalius

Posted: Fri Aug 17, 2007 10:08 pm
by Kaeru Gaman
I want to remind Fred's statements he made in another topic:
Fred wrote:DX9 is already finished for 4.20.
Fred wrote:For informations, a whole OGRE update is planned for 4.30, which shouldn't be that far from now.
even if he didn't state if he implements 64bit arguments for API calls,
a complete implementation of the newest OGRE will get us lose of those problems.
(at least, I hope so...)

Posted: Tue Sep 04, 2007 6:33 am
by Godai
Please make the subsystem selectable if you use DX9 for the game commands. DirectX9 requires 3D hardware, where DX7 does not :)


And for full Ogre support. Can we have non-physics based collision? The one that is now is too damn slow compared to Irrlicht for instance. The Ogre people also states that their work is not performance, but design based.

Posted: Thu Sep 06, 2007 12:49 pm
by SoulReaper
All very good points... :)