PureGDK Open Beta - DarkBasic for PureBasic

Applications, Games, Tools, User libs and useful stuff coded in PureBasic
Mistrel
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Post by Mistrel »

sigi wrote:After installing 0.14b i had to reactivate dbpro, is this normal?

After compiling the water example i get the following error:

"Attempted use a command from dependency list Lib-P_DarkPhysics.d but the library was not found"

I have the newest Physic`s drivers installed. Your water.exe works fine.
Yes, this is normal. PureGDK now copies the necessary files from the DBP installation to its own directory. It does not copy any of your certificates or plugins so you will have to move those or re-certify your plugins yourself.
* The PureGDK installer will now check for the existence of all necessary DarkBasic Professional components or the installation will fail. DBP components are now copied to the PureGDK installation directory. PureGDK no longer uses the root directory of the DarkBasic Professional installation when compiling. If your project uses plugins they must be copied to the PureGDK plugins folder to compile.
PureGDK will be available in two forms: an 'upgrade' and a stand-alone version which does not require DBP to be pre-installed. Files are now copied instead of using the DBP installation folder so that both installations will be congruent with each other and easy to update.
Poshu
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Post by Poshu »

Wow, finally, I've managed to try pure GDK.
My final though is: if you wana do a 3D game using Pure Basic, buy it.
It's quite easy to toy with and as long as your scenes are not exaggerated, it run pretty fast (my comp: QX 6600 + 8800 GTX).
I don't think any amateur would be serious enough to make a game which will ask more than pure GDK capability.

Just a few things:
_please! do something about those embedded DLL. Let us have an option like "built with dll out of the exe" or something like that, I beg you T__T.
_Do you have a estimated release date?
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Post by Mistrel »

Poshu wrote:please! do something about those embedded DLL. Let us have an option like "built with dll out of the exe" or something like that, I beg you T__T.
*Technically* this is possible. I will look into it.
Poshu wrote:Do you have a estimated release date?
Yes, actually. I'm working hard at getting it ready by the end of the month. A delay might be inevitable on TGC's end getting it set up on their website but I'll keep you updated.
Mistrel
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Post by Mistrel »

Beta 0.4.14b has expired and the next beta is not ready yet. This is a big release with a lot of important fixes and improvements. Sorry that it's taking longer than expected. I'll have a new beta ready soon.
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Post by Mistrel »

PureGDK is very stable and is currently being tested internally as release candidates for the final version. I would like to thank everyone who participated during the beta testing process. :)

PureGDK will be released shortly within the coming weeks and will be available for sale at The Game Creators website as an 'upgrade' for DarkBasic Professional and also in a stand-alone version with DarkBasic Professional bundled with it. The stand-alone version does not require DarkBasic Professional to be installed prior to installation but a valid license is required to compile, hence the bundle.

I am also currently speaking with a French software publisher who is interested in translating and publishing PureGDK to French! I'll have more information on this soon.

Please delete all files from your PureBasic\PureGDK folder and PureGDK.dll and GDKCallback.dll from your Dark Basic Professional\Compiler\plugins-user directory. These files WILL cause problems in the final release if they are not removed and cause your compilation to fail.

Here are the updates for the final release. This list is still subject to change:
* Fixed a bug where dbFadeObject passed a long where it should have passed a float.
* Fixed a bug where dbCalculateObjectBounds did not pass a parameter where it should have passed a long.
* Fixed a bug where the PureGDK compiler when compiling without the debugger where it did not report name of the missing library if a command was used from a .d file but the library was not present.
* Fixed several parsing bugs in GDKLib Builder for special-cases.
* GDKLib Builder can now properly parse functions that returned and or pass a double floats.
* Updated the plugin framework to support passing and returning double floats.
* Fixed a bug where the plugin framework allowed up to 18 parameters but could only process a maximum of 10 with the debugger on. This was been corrected to allow all 18 parameters to process.
* Fixed a bug where the installer would fail if the tools.prefs file did not exist before installation.
* Fixed a bug where functions from the 3D Math library which passed parameters "Vector2, Vector2, Matrix4" would fail to work properly if the debugger was on.
* Fixed a bug where dbRotateZMatrix4() and dbRotateYPRMatrix4() did not function correctly when the debugger was on.
* Fixed a bug where functions in the 3D Math library which returned a Vector3 result in the first or second parameters would fail if the debugger was off.
* Renamed GetDBWndHandle to dbGetDBWndHandle and added it to the documentation.
* Improved plugin framework performance when compiling with the debugger on by replacing a string parsing routine in favor of a bit mask.
* Added the dbProgramFilename command and added it to the documentation.
* Altered the way in which PureGDK creates executables so that it's compatible with firewall applications to allow plugins like Multisync to work.
* Fixed a memory leak in functions that affected core DBP functions that returned a string and the debugger was off and all plugin commands that returned a string.
* Fixed a bug where plugin commands that returned a string did not return the correct pointer.
* The PureGDK installer now requests administrator privilages before installation. This resolves issues that might arise when installing to the Program Files directory.
* Fixed a bug where PureBasic compiler errors would not being reported correctly passed the first line.
* Fixed a bug where PureGDK would build the executable with the debugger off if this option was specified in an include file regardless of the compiler setting in the IDE for the main source file.
* Note: PureGDK.dll and GDKCallback.dll must be deleted from your DarkBasic Professional installation directory if they exist from a previous beta otherwise they will overwrite the new DLLs created by the installer and cause compilation to fail.
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Post by Mark1Up »

Looks like you have made great progess with this project. Will the final release version be compatible with Pure Basic v4.2?

Also, do you know what the upgrade pricing for existing Dark BASIC Pro owners will be?

Regards,
Mark
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Post by Mistrel »

PureGDK will follow the stable releases of PureBasic. I may release beta versions ahead of time for people to test compile before the beta is finished.

I'm still finalizing pricing/distribution with TGC. I'll have pricing information when I have it.
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Post by Mistrel »

For all of you doomsayers out there. DarkBasic Professional now can compile without bundling plugins. ;)

Together with the necessary compiler change you also get a new feature in the SETUP.INI file called ‘ExternaliseDLLS=No'. When you set this field to ‘Yes', an executable will be produced that includes no DLLs of its own. You then take only those DLLs that the executable requires and place them alongside the executable you have produced. There is a log file in the TEMP folder when you compile your program which shows you which DLLs the executable requires.
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Post by Kelebrindae »

Yay! :D

That's a big critic against DarkBasic that can be wiped of the list! No one can say that "DBpro exes are bloated" anymore... And that's good for PureGDK too! :wink:
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Post by Mistrel »

Because PureGDK is stable for PureBasic 4.10 and DBP 6.7 this will not make it into the first release. I'll definitely add support for this and the new print library as the first update.
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Post by Mistrel »

The new site for PureGDK.com is up: http://puregdk.com.

PureGDK will be released shortly. :)
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Post by SofT MANiAC »

A Better Way to Program in DirectX 9 - is Program in DirectX 9 :D
POiNT.OF.PRESENCE group
Mistrel
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Post by Mistrel »

You can do that with PureGDK if you really want to. The DirectX9 interfaces are exposed and can be manipulated in PureBasic.
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Post by Poshu »

By the way, using PureGDK, is it possible to open several windowed screen on the same application?
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Post by Mistrel »

It's not possible to open more than one 3D window natively but I think this can be accomplished with API calls.

Don't quote me one this, as I've never tried it before.

http://www.mvps.org/directx/articles/re ... indows.htm

Another method would be to grab the frame from a particular camera without syncing it to the main window. You could then project it to any number of different sources.

You wouldn't want to have multiple engines running in parallel because they would each compete for cpu time. What we need here is a new feature for syncing across multiple windows.
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