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Re: PureGDK - 3D Programming for PureBasic
Posted: Thu Sep 24, 2009 9:34 pm
by Olby
Re: PureGDK - 3D Programming for PureBasic
Posted: Fri Sep 25, 2009 2:39 am
by Mistrel
This is a general link for reference to another post I've made regarding false positives from other antivrirus software and this experimental build:
http://www.purebasic.fr/english/viewtop ... 17&t=39237
I'll update with more information once I get responses from these companies.
Re: PureGDK - 3D Programming for PureBasic
Posted: Fri Sep 25, 2009 4:21 am
by Olby
Thanks for checking this out,
Re: PureGDK - 3D Programming for PureBasic
Posted: Sat Sep 26, 2009 3:29 pm
by Captn. Jinguji
Mistrel wrote:If anyone can test this experimental executable and make sure it works on their operating system it would help a lot:
http://puregdk.com/files/upload/gdk_experimental.zip
It works perfectly here on Windows XP x64 and Windows 7 x64.
All you should see is a small DBP window that loops random numbers. The only important goal right now is that is opens, runs, and closes without crashing.
Thanks.

Just for completeness: seems to be working fine here on XP 32bit current patchlevel, c2d, nvidia 8600GSM Driver Vsn. 6.14.11.8681.
Re: PureGDK - 3D Programming for PureBasic
Posted: Sun Sep 27, 2009 1:39 am
by Poshu
work fine on my 2003.
Re: PureGDK - 3D Programming for PureBasic
Posted: Sun Sep 27, 2009 3:08 am
by Olby
I have found a bug in PureGDK.
This code in native DBPro returns correct object animation speed:
Code: Select all
sync on
sync rate 0
load object "aiko.dbo",1
loop object 1
set object speed 1,5
msgbox str$(object speed(1))
do
sync
loop
But in PureGDK the same code doesn't return 5 but instead 1084227585:
Code: Select all
; Open the PureGDK render window
OpenWindow( 0, 0, 0, 640, 480, "DarkBasic Professional - PureGDK", #PB_Window_SystemMenu | #PB_Window_ScreenCentered )
hDBWnd = OpenDBWnd( WindowID( 0 ), 0, 0, 640, 480 )
; Load model
dbSyncRate(0)
dbLoadObject("aiko.dbo",1)
dbSetObjectSpeed(1,5)
dbLoopObject(1)
Debug dbObjectSpeed(1)
Repeat
dbSync()
Until WindowEvent() = #PB_Event_CloseWindow
Replace aiko with any other model with animation if you cant find it in the DBPro folder.
Re: PureGDK - 3D Programming for PureBasic
Posted: Mon Sep 28, 2009 7:21 am
by Mistrel
Fixed for the next release. It's returning a float as a long (bitwise). You can work around it for now by doing this:
Code: Select all
Long.l=1084227585
Debug PeekF(@Long)
Outputs: 5.00000047683716
The function actually returns an unsigned long but it should be an integer because Set Speed() only accepts integers.
Expect it to return an integer in the next release, for consistency. Or a long, I suppose, because DBP is 32-bit.

Re: PureGDK - 3D Programming for PureBasic
Posted: Mon Sep 28, 2009 4:36 pm
by Olby
Thanks.
[Edit]
My anti-virus finally got the update required and no more triggered a false positive for that gdk experiment and I could launch it.
It all worked out nicely and I could close it without crashing. Guess yours idea is working then?
Re: PureGDK - 3D Programming for PureBasic
Posted: Mon Sep 28, 2009 7:02 pm
by Olby
There is another problem, this time with GDK setup. You have hard coded the name of the ODE physics library which mater of fact is not a part of the official command set and is required for FPSC only. I use the latest available release with bug fixes and new commands which is not called DBProODEDebug.dll but instead compiled as release version called DBProODERelease.dll and thats why when I install the GDK it gives me this error and I cant continue as it silently closes. I guess it would be best if the setup searched for both versions of the library (you cant have two similar DLL's in plugins folder anyway as the compiler will give errors), for example if the debug version is not found then search for the release version if that also cannot be found then give a warning and continue.
Hope I'm not tiresome !!
Olby
Re: PureGDK - 3D Programming for PureBasic
Posted: Mon Sep 28, 2009 9:08 pm
by Mistrel
It searches for this file as a way to make sure you've installed a recent update. I have other checks so I can remove it for this one file.
If you want a simple work-around just rename a 0 byte .txt file to the required name. That shouldn't interfere with your release DLL.
Olby wrote:Hope I'm not tiresome !!
Tiresome? Not at all.
Olby wrote:My anti-virus finally got the update required and no more triggered a false positive for that gdk experiment and I could launch it.
I just got a reply from Avira sometime this morning. Glad to see the update was pushed out quickly.
Re: PureGDK - 3D Programming for PureBasic
Posted: Mon Sep 28, 2009 9:52 pm
by Olby
Yeah I simply renamed my Release dll into Debug one. Works ok.
Re: PureGDK - 3D Programming for PureBasic
Posted: Thu Oct 08, 2009 12:04 pm
by Mistrel
PureGDK has just been given its own board on The Game Creators forum. Consider this its new home away from home.
http://forum.thegamecreators.com/?m=forum_read&i=38
Re: PureGDK - 3D Programming for PureBasic
Posted: Thu Oct 08, 2009 8:13 pm
by UUICEO
Thats good to see. Hopefully you can get some use out of it.
Re: PureGDK - 3D Programming for PureBasic
Posted: Wed Nov 12, 2014 12:58 am
by IdeasVacuum
Last post to this thread was in 2009.
Is PureGDK still supported? Is up to speed with PB5.31?
Re: PureGDK - 3D Programming for PureBasic
Posted: Wed Nov 12, 2014 1:09 am
by Thunder93
Is PureGDK still compatible with PureBasic? Is it compatible with PureBasic v5 ? - hxxp://forum.thegamecreators.com/?m=forum_view&t=201873&b=38