PureGDK Open Beta - DarkBasic for PureBasic

Applications, Games, Tools, User libs and useful stuff coded in PureBasic
Ramihyn_
Enthusiast
Enthusiast
Posts: 314
Joined: Fri Feb 24, 2006 9:40 am

Post by Ramihyn_ »

Mistrel wrote:I can assure you that the DirectX 9 runtime will work fine on Vista. It's how I solved this problem for myself. :)
That worked for me.
Mistrel wrote:I'm very interested to get some feedback from you. I've only tested PureGDK on Vista 32-bit. PureGDK just ended beta testing and I think I was the only person who tested it for Vista.
Ok, i tried the following examples from your download page:
  • Showcase of PureGDK and PureBasic commands
    Draw to Screen Pixels
    Showcase of New U5 Commands
    Collision Showcase
    Hardware Accelerated Vertex Lighting
    Real-Time Particle Effects
    Pixel Shader Showcase
    Render Terrain from Bitmap
    Multiple Cameras
All of them worked perfect and the FPS was usually between 1200 and 1400. None of them crashed, but their display size is a bit small on a 1920x1200 desktop ;)

The OS was Vista Home 64Bit with SP1. Good work, this definately looks very interesting :)
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

Thank you for testing PureGDK on Vista 64-bit. I'm glad to see everything worked!

I'm uploading new builds of the demos now and they should be done soon. The PureGDK showcase example had a random divide by zero bug in the source that I fixed so I would highly recommend re-downloading that demo if you plan to ever reference it. :)

PureGDK is now officially for sale! You can read more about it here:

http://www.purebasic.fr/english/viewtopic.php?p=244017
EvilNoodle
New User
New User
Posts: 7
Joined: Mon Jun 30, 2008 9:58 pm

Post by EvilNoodle »

Hey

I recently got PureGDK and quite like it...

When I compile a program using the debugger everything works fine - if a little slow which is to be expected with a debugger...

When I compile a program without the debugeer nothing 3D is rendered. Text is rendered to the screen but no 3D objects. This as you can imagine is somthing of a showstopper.

Has anybody seen this behaviour and/or do you know its cause and fix?

Spec is Vista64 running on...

Athlon5200+
6Gig Ram
Nvidia9800 GTX

Cheers

EvilNoodle

Update...

This appears to be due to installing the DBPro 6.9 update.

I have now reverted to 6.8 which seems fine - that will teach me to try and sit on the bleeding edge

EvilNoodle
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

There appears to be new bugs introduced in 6.9 that TGC is aware of. These are planned to be fixed very soon for 7.0.
EvilNoodle
New User
New User
Posts: 7
Joined: Mon Jun 30, 2008 9:58 pm

Post by EvilNoodle »

Hey, Thanks for that.

I have to say I am very impressed with PureGDK so far, The combined power of DB and PureBasic allowed me to throw together in a single evening a very useful particle editor taking the pain out of using DB particle systems once and for all.

What happens when DB does get an updrade to version 7. Will you be releasing a new version of PureGDK to support new features or will it just be a matter of patching in a few files?

Cheers

EvilNoodle
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

PureGDK will be updated to take advantage of the new features available in 7.0 but it might not be immediate. I'm working on other high priority modifications to PureGDK including rewriting portions of the compiler.
nicolaus
Enthusiast
Enthusiast
Posts: 456
Joined: Tue Aug 05, 2003 11:30 pm
Contact:

Post by nicolaus »

Hi Mistrel

Today i have bought your PureGDK.
But i have a problems with the Examples and if i want use PureGDK with jaPBe.
A most of the examples are not working with Windows Vista. Have you a solution for this?
What i must setup in jaPBe so that i can use PureGDK with jaPBe (i think in tools menu)?

I hope you can help me fast so that i can work with PureGDK.

Thanks,
Nico
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

PureGDK does not officially support third-party IDEs. But it should work if you setup the tools correctly since it's calling the same compiler.

I don't know anythning about JaPBe so I can't help you with this. Just make absolutely sure that the tools are being called in the correct order and that they are receiving all of their parameters.
nicolaus wrote:A most of the examples are not working with Windows Vista. Have you a solution for this?
PureGDK has been tested to be compatible with Vista 32 and 64-bit. Are you using the official IDE?

Also, make sure that you are using DarkBasic Professional 6.7.
nicolaus
Enthusiast
Enthusiast
Posts: 456
Joined: Tue Aug 05, 2003 11:30 pm
Contact:

Post by nicolaus »

Yes i have installet the v 6.7 of DBP.
If i start your exe from example "\PureGDK-Examples\DBPro\basic2d\" it dosent work and also if i compile it with the orginal IDE from PB.
It shows only a error messag from windows vista and ask if i want debug it.
This problem i have with a most of the examples.

I work with Vista Ultimate 32 bit, original and all updates installet.

regards,
Nico
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

Can you confirm if the pre-compiled examples from the website also error?
nicolaus
Enthusiast
Enthusiast
Posts: 456
Joined: Tue Aug 05, 2003 11:30 pm
Contact:

Post by nicolaus »

Mistrel wrote:Can you confirm if the pre-compiled examples from the website also error?
Yes, i have download and test the example "Real-Time Particle Effects" from your website and it also don't work.
It shows only a windows error message that the exe don't and aske me if i want it debug.

regards,
Nico
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

nicolaus wrote:
Mistrel wrote:Can you confirm if the pre-compiled examples from the website also error?
Yes, i have download and test the example "Real-Time Particle Effects" from your website and it also don't work.
This bug has been fixed for the next release. The examples on the PureGDK website have been recompiled to reflect these changes.

PureGDK is being updated for DBP 7.1. If anyone has a bug they need fixed now is the time to say something.
nicolaus
Enthusiast
Enthusiast
Posts: 456
Joined: Tue Aug 05, 2003 11:30 pm
Contact:

Post by nicolaus »

Hi,

can you say how long we must wait for the update?

thanks and regards,
Nico
Mistrel
Addict
Addict
Posts: 3415
Joined: Sat Jun 30, 2007 8:04 pm

Post by Mistrel »

At least until DBP 7.1 is out of beta.
ale870
Enthusiast
Enthusiast
Posts: 180
Joined: Wed Jul 09, 2008 7:02 am
Contact:

Post by ale870 »

Mistrel wrote: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.
This discussion is really interesting, and using multiple camera without sync could be a nice idea.
Is there any way to use something like a special buffer in order to draw something, then render the buffer to a camera (not the main camera) then use "final texture" to export the frame and put it in another window?
I talk about something like a render-to-texture process, but I need to work in a different buffer, else I'm obliged to work in the main environment of the main world.
Post Reply