MP3D Engine Alpha 33
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Re: MP3D Engine Alpha 31
Hi Psychophanta,
the
x86
http://www.flasharts.de/mpz/x86/MP3D_Library
file is the newest. Today in the evening i will actualize both files with the newest version for testeing.
I will make in the next time a new installer. My problem is time for programming in the the last month, but i love my baby (mp3d) and will work on it...
Greetings Michael
the
x86
http://www.flasharts.de/mpz/x86/MP3D_Library
file is the newest. Today in the evening i will actualize both files with the newest version for testeing.
I will make in the next time a new installer. My problem is time for programming in the the last month, but i love my baby (mp3d) and will work on it...
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download
Re: MP3D Engine Alpha 31
Hi Michaelmpz said: P.S perhaps i find a way to save the primitives as directx mesh. This could be a nice feature
http://www.purebasic.fr/english/viewtop ... 70#p404213
i imagine this either saving the mesh as pure points coordinates or somehow connecting the outerside of the points cloud by triangles. but this seems a very difficult task. the first one is easier because there are already programs like MeshLab which can open such point clouds data
here is a way i have done using as guidance the instructions in http://lcni.uoregon.edu/~dow/Projects/B ... _mesh.html
first make a points cloud by just saving the points coorditaes:
OpenFile(1, "dataxyz.asc")
.... etc
MP_SetPrimitives(Entity, i, x, y, z, MP_ARGB(0,red,green,blue))
a$=StrF(x)+ "," +StrF(y)+"," +StrF(z)
WriteStringN(1, a$)
Code: Select all
Enumeration
#MESH
#LIGHT
#CAMERA_ONE
#BUTTON
#mainwin
EndEnumeration
Global xres=640, yres=480
MP_Graphics3D (xres,yres,0,3)
SetWindowTitle(0, "just exit and the cloud will be saves to dataxyz.asc ")
camera=MP_CreateCamera()
light=MP_CreateLight(2)
MP_LightSetColor (light, RGB(255,255,255))
MP_PositionCamera(camera, 0, 5, 10)
MP_CameraLookAt(camera,0,0,0)
MP_PositionEntity(light, 0, 10, 20)
MP_EntityLookAt(light,0,0,0)
Global Entity= MP_CreatePrimitives (1000020, 1)
Global.f dx, dy, x, y, z
Global wd, ht, i, count, n, iter
Global.f w, leng, tx, ty, tz, tem
Global.f cr, ci, cj, ck, wk, inc, distance
Global mand, zval
Global.f angle
Define.f red, green, blue
;zval = 1 shows entire set
;zval = 0 cuts set in half
;zval = 0 is an interesting effect
wd = 500
ht = 500
;defines the shape of the Julia Set
cr = -0.200
ci = 0.800
cj = 0.000
ck = 0.000
wk = 0.000
;mand = 0 is Julia Set
;mand = 1 is Mandelbrot 3D
mand = 1
;zval = 1 shows entire set
;zval = 0 cuts set in half
;zval = 0 is an interesting effect
zval = 1
iter = 5
inc = 5
;#quat = 1
zval = 1
iter = 5
inc = 5
Procedure.f RandF(Min.f, Max.f, Resolution.i = 10000)
ProcedureReturn (Min + (Max - Min) * Random(Resolution) / Resolution)
EndProcedure
Quit.b = #False
rot.l=1 :stopFlag = 1
xs.f = 0.3:ys.f = 0.3:zs.f = 0.3
x.f: y.f :z.f: x0.f: y0.f=1 :z0.f
rotx.f:roty.f=1:rotz.f :rotx0.f: roty0.f: rotz0.f
up.f = 2.2: depth.f=0
;==============================================================
;
Procedure.f calcleng( x.f, y.f, z.f)
w.f: kr.f: ki.f: kj.f: kk.f
w = wk
n = 0
If mand = 1 ;full Mandelbrot set
kr = x
ki = y
kj = z
kk = 0
Else ;else draw Julia Set
kr = cr
ki = ci
kj = cj
kk = ck
EndIf
While n < iter
tem = x+x
x = x*x-y*y-z*z-w*w+kr
y = tem*y + ki
z = tem*z + kj
w = tem*w + kk
n+1
distance = x*x+y*y+z*z+w*w
If distance > 4
n = iter
EndIf
Wend
;Return distance
ProcedureReturn distance
EndProcedure
OpenFile(1, "dataxyz.asc")
zz.f
foo.l
iterations = 100000
count = 0
If zval = 0
zz = 2.0
Else
zz = 4.0
EndIf
For foo = 0 To iterations
;x.f = RandF(0, 1)
;y.f = RandF(0, 1)
x.f = RandF(-2, 2)
y.f = RandF(-2, 2)
z.f = zz*RandF(0, 1) -2.0
;calls the quaternion calculation
leng.f = calcleng(x,y,z)
If leng < 4
red = (x+Cos(15*leng))*255
green = (y+Sin(1-leng)*Cos(5*leng))*255
blue = (z+Sin(0.75*leng))*255
If red < 0 : red = 0 : EndIf
If green < 0 : green = 0 : EndIf
If blue < 0 : blue = 0 : EndIf
If red > 255 : red = red-255 : EndIf
If green > 255 : green = green-255 : EndIf
If blue > 255 : blue = blue-255 : EndIf
i+1
MP_SetPrimitives(Entity, i, x, y, z, MP_ARGB(0,red,green,blue))
a$=StrF(x)+ "," +StrF(y)+"," +StrF(z)
WriteStringN(1, a$)
EndIf
Next
;==============================================================
MP_PositionCamera(camera, 0, 0, 8)
MP_CameraLookAt(camera,0,0,0)
MP_PositionEntity(light, 0 , 0, 10)
MP_EntityLookAt(light,0,0,0)
xx.f=0 :zz.f=0
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
MP_PositionEntity(Entity, xx, 0, zz)
MP_TurnEntity(Entity,0,1,0)
MP_RenderWorld()
MP_Flip ()
Wend
CloseFile(1)
and open the saved text file dataxyz.asc

from the menu click Filters -
---------------------------remeshing, simplification and reconstruction
---------------------------surface reconstruction: ball pivoting
after finish click
---------------------------Render
------------------------------Render mode
------------------------------Flat Lines
the mesh will be changed to this:

now click file - export as, choose "obj", such as mandel.obj
now i have opened milkshape and importing the mandel.obj and exporting it to directX(JT) __found at the end of export menu list in milkshape__ , in fact this is the only format wich works with MP3D in this case of bizarre mesh, it does not work with normal directx8 nor 3ds nor b3d.
now we will display the strange model with the following program with physics, i have used MP_Physik_EntityAddForce.pb from the folder
C:\PureBasic\MP3D Demos\3DPhysik
so save the program to it
Code: Select all
MP_Graphics3DWindow(0, 0, 800, 600, " Push Entity with left mouse", 0)
light0 = MP_CreateLight(1)
MP_PositionEntity(light0, 0, 128, 0)
MP_AmbientSetLight(RGB(186,235,254))
;MP_AmbientSetLight(RGB(255,255,255))
cam0 = MP_CreateCamera()
MP_CameraSetRange(cam0, 2, 2024)
MP_PositionCamera(cam0, -32, 64, -152)
MP_CameraLookAt(cam0, 0, 0, 0)
MP_PhysicInit()
tex0 = MP_CatchTexture( ?MyData, ?MyData2 - ?MyData)
tex1 = MP_CatchTexture(?MyData2, ?MyData3 - ?MyData2)
;################ plate ################
plate = MP_CreateRectangle(256, 1, 256) ; plate kann natürlich auch ein x-beliebiges Mesh sein
MP_ScaleMesh( plate ,0.6,0.6,0.6)
MP_EntitySetTexture(plate, tex0)
MP_EntityPhysicBody(plate, 1, 0)
;#############################################
mandel = MP_LoadMesh("mandelJT.x")
MP_ResizeMesh(mandel,30,30,30)
MP_EntitySetTexture(mandel, tex1)
MP_PositionMesh(mandel, 0,50,-22)
MP_EntityPhysicBody(mandel,4, 10)
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
If MP_MouseButtonDown(0) ; Linke Maustaste gedrückt?
Meshfound = MP_PickCamera (cam0,WindowMouseX(0),WindowMouseY(0))
If Meshfound
MP_EntityAddImpulse(Meshfound,0,0,10,MP_EntityGetX (Meshfound),MP_EntityGetY (Meshfound),MP_EntityGetZ (Meshfound))
EndIf
EndIf
;MP_EntityResetPhysic(TempMesh())
If MP_KeyDown(#PB_Key_Space)=1
EndIf
MP_DrawText (1,1,"FPS = "+Str(MP_FPS()))
MP_PhysicUpdate()
MP_RenderWorld()
MP_Flip()
Wend
MP_PhysicEnd()
DataSection
MyData:
IncludeBinary "detail3.bmp"
MyData2:
IncludeBinary "crate01.jpg"
MyData3:
EndDataSection

the other request is it possible to have dynamic concave mesh, such as a torus which we can push its hole over a cylinder, or the gears etc ?
for the users who don't want to run the codes here is the files including the "mandel.obj" and "mandelJT.x" .
PS: the users may need the newest version on mp3d 32, i hope Michael will make a new installer since the current situation makes new users don't know what to do.
http://www.mediafire.com/?iqiz84iu09auquj
PS: i have found that the mesh made by Panda Directx Exporter x86 for 3ds max 9 can be displayed by the above viewer code with MP3D. http://www.andytather.co.uk/panda/direc ... loads.aspx
here is the mandel.x produced by this exporter
http://www.mediafire.com/?0ua97llfqycbncx
Last edited by applePi on Thu May 23, 2013 5:44 pm, edited 1 time in total.
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Re: MP3D Engine Alpha 31
This library leads to crash pbcompiler.exempz wrote:x86
http://www.flasharts.de/mpz/x86/MP3D_Library
PB 5.11 x86.
Re: MP3D Engine Alpha 31
у меня все отлично работает по пробуй загрузить этот архив, он у меня стоит на версии 5.11 x86User_Russian wrote:This library leads to crash pbcompiler.exempz wrote:x86
http://www.flasharts.de/mpz/x86/MP3D_Library
PB 5.11 x86.
Re: MP3D Engine Alpha 31
mpz hello! I have a problem in TileEngine, I created a map of 10x15 (Tile size 32px) 320x480 game window.
My Code
Why not see the last tile?
screen
size of the map is correct, 10x15.
code tmx map:
tileset
I'm sorry for my english, it's Google translite
My Code
Code: Select all
EP_Init2dMap()
MP_Graphics3D(800,600,32,2)
MP_AmbientSetLight(RGB(63, 58, 60))
EP_SetGFXPath("gfx")
EP_LoadMap("map00[Converted].Map")
While Not MP_KeyHit(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
EP_SetMapArea(0,0,10,15)
EP_DrawMap()
MP_DrawText(10,10,Str(EP_GetMapSizeX()))
MP_RenderWorld()
MP_Flip()
Wend
screen
size of the map is correct, 10x15.
code tmx map:
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="10" height="15" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="tile1" tilewidth="32" tileheight="32">
<image source="gfx/tile1.png" width="96" height="32"/>
</tileset>
<layer name="ggg" width="10" height="15">
<data encoding="csv">
2,2,2,2,2,2,2,2,2,2,
2,3,0,0,0,0,0,0,3,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,0,3,3,0,0,0,2,
2,0,0,0,3,3,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,1,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,2,
2,3,0,0,0,0,0,0,3,2,
2,2,2,2,2,2,2,2,2,2
</data>
</layer>
</map>
I'm sorry for my english, it's Google translite
Last edited by vladimir on Fri May 24, 2013 6:42 pm, edited 1 time in total.
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Re: MP3D Engine Alpha 31
Компилятор падает из-за этой версии библиотеки. http://www.purebasic.fr/english/viewtop ... 36#p413367vladimir wrote:у меня все отлично работает по пробуй загрузить этот архив, он у меня стоит на версии 5.11 x86
А с той что в архиве (он похоже что из первого поста), работает нормально.
Re: MP3D Engine Alpha 31
ну да это он и есть, просто давно его храню на облочном сервисе гугла.User_Russian wrote: А с той что в архиве (он похоже что из первого поста), работает нормально.
хм.. так то то что я дал архив, есть в первом посте)) вторая ссылка, у меня она работает нормально. вот http://www.flasharts.de/mpz/mp3d_31_x86.zip
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Re: MP3D Engine Alpha 31
Hello to all,
@apple Pi, i love you great 3d ideas and your idea to save the file as asc. What do you think about a own save and load format for primitives? Do you need this?
@User_Russian nice to see you, i like you great work "USB HID Library", i like PIC microcontroller to make you own USB HID I/O device
I think you have a problem with the download of the lib file. Please use for download the zip file http://www.flasharts.de/mpz/x86/MP3D_Library.zip
@vladimir Nice to see you. I found a little bug in the Tiled_Convert.pb file. Her coems the correct code, i hope this helps
Greetings Michael
@apple Pi, i love you great 3d ideas and your idea to save the file as asc. What do you think about a own save and load format for primitives? Do you need this?
@User_Russian nice to see you, i like you great work "USB HID Library", i like PIC microcontroller to make you own USB HID I/O device
I think you have a problem with the download of the lib file. Please use for download the zip file http://www.flasharts.de/mpz/x86/MP3D_Library.zip
@vladimir Nice to see you. I found a little bug in the Tiled_Convert.pb file. Her coems the correct code, i hope this helps
Code: Select all
;******************************************************************************
;******************************************************************************
;*** ***
;*** Konverter für Tiled Map by Epyx ***
;*** ***
;*** Only Tile values will be converted all Tile flags set to 1 ***
;*** empty fields set the flags to 0 ***
;*** ***
;*** ***
;*** ***
;*** PureBasic 4.51 and MP3d Engine a30 ***
;*** ***
;*** ***
;*** Tiled MapEditor => http://www.mapeditor.org/ ***
;*** ***
;*** little bug fixing MPaulwitz ***
;*** ***
;******************************************************************************
;******************************************************************************
EP_Init2dMap()
Pattern$ = "Tiled Mapfile (*.tmx)|*.tmx|all files (*.*)|*.*"
File$ = OpenFileRequester("Please load the Map.tmx file", "", Pattern$, 0)
NC = Len(GetExtensionPart(File$))+1 : FL = Len(File$)
NFile$ = Left(File$, (FL-NC)) +"[Converted].Map"
NewList Textline.s()
NewList Tilename.s()
If ReadFile(0, File$)
While Eof(0) = 0
AddElement(Textline())
Textline() = ReadString(0)
Wend
CloseFile(0)
Map_Width = 0
Map_Height = 0
Map_Tilesize = 0
DataEncoding.s = ""
ToFind$ = "orientation="+Chr(34)+"orthogonal"+Chr(34)
ForEach Textline()
X = FindString(Textline(),ToFind$,1)
If X <> 0
;Kartenbreite auslesen
TheWidth = FindString(Textline(),"width="+Chr(34),(X+24))
If TheWidth <> 0 : Width_ST = (TheWidth+7) : Width_ND = FindString(Textline(),Chr(34),Width_ST)
Map_Width = Val(Mid(Textline(),Width_ST,(Width_ND-Width_ST)))
EndIf
;Kartenhöhe auslesen
TheHeight = FindString(Textline(),"height="+Chr(34), Width_ND)
If TheHeight <> 0 : Height_ST = (TheHeight+8): Height_ND = FindString(Textline(),Chr(34),Height_ST)
Map_Height = Val(Mid(Textline(),Height_ST,(Height_ND-Height_ST)))
EndIf
;Tilegröße auslesen; nur X size
TheTile = FindString(Textline(),"tilewidth="+Chr(34), Height_ND)
If TheTile <> 0 : Tile_ST = (TheTile+11): Tile_ND = FindString(Textline(),Chr(34),Tile_ST)
Map_Tilesize = Val(Mid(Textline(),Tile_ST,(Tile_ND-Tile_ST)))
EndIf
EndIf
; Die Tilegrafik Namen auslesen
TileLine = FindString(Textline(),"<image source="+Chr(34), 1)
If TileLine <> 0 : TileLine_ST = (TileLine + 15) : TileLine_ND = FindString(Textline(),Chr(34),TileLine_ST)
AddElement(Tilename())
Tilename() = Mid(Textline(),TileLine_ST,(TileLine_ND-TileLine_ST))
EndIf
; Kodierung der Map Daten auslesen
DataFormat = FindString(Textline(),"<data encoding="+Chr(34), 1)
If DataFormat <> 0 : Data_ST = (DataFormat + 16) : Data_ND = FindString(Textline(),Chr(34),Data_ST)
DataEncoding.s = Mid(Textline(),Data_ST,(Data_ND-Data_ST))
If DataEncoding.s = "csv" : NextElement(Textline()) : TileItemLine = 0
; Irgendwas stimmt nicht, dann alles abbrechen
If Map_Width=0 Or Map_Height=0 Or Map_Tilesize=0 Or DataEncoding.s <> "csv"
Result$ = File$ + Chr(13)+Chr(13)
Result$ = Result$ + "witdh = "+Str(Map_Width) + " height = "+ Str(Map_Height) + Chr(13)
Result$ = Result$ + "Tiles = "+Str(Map_Tilesize) + " Encode = "+ DataEncoding.s + Chr(13)
MessageRequester("Error occured","Cant convert this File"+Chr(13)+Result$)
End
EndIf
;Neue Map öffnen
EP_CreateMap(Map_Width, Map_Height, Map_Tilesize)
ForEach Tilename()
EP_SetTileGFX(Tilename()) ; Den Original Tile Pfad in die Map übernehmen (Achtung evtl. neuen Pfad im Programm angeben)
Next
EndIf
EndIf
If DataEncoding.s = "csv"
Commas = CountString(Textline(),",")
If Commas > 0
For t = 1 To Commas
Tile = Val(StringField(Textline(),t,","))
Tile - 1
EP_SetMapTile((t-1), TileItemLine, Tile) ; Tja the Tile himself ^^
If Tile <> -1 ; This Tile is used
EP_SetMapFlag((t-1), TileItemLine, 1) ; default Tile Flag
Else
EP_SetMapFlag((t-1), TileItemLine, -1) ; Empty Tile
EndIf
EP_SetMapAnim((t-1), TileItemLine, -1) ; Kein Animations Tile
EP_SetMapTrans((t-1),TileItemLine, 0) ; Keine Transparenz bei diesem Tile
EP_SetMapItem((t-1), TileItemLine, -1) ; Kein Item-Tile über diesem Tile
Next t
;- little Bugfixing start
t = Commas + 1
Tile = Val(StringField(Textline(),t,","))
Tile - 1
EP_SetMapTile((t-1), TileItemLine, Tile) ; Tja the Tile himself ^^
If Tile <> -1 ; This Tile is used
EP_SetMapFlag((t-1), TileItemLine, 1) ; default Tile Flag
Else
EP_SetMapFlag((t-1), TileItemLine, -1) ; Empty Tile
EndIf
EP_SetMapAnim((t-1), TileItemLine, -1) ; Kein Animations Tile
EP_SetMapTrans((t-1),TileItemLine, 0) ; Keine Transparenz bei diesem Tile
EP_SetMapItem((t-1), TileItemLine, -1) ; Kein Item-Tile über diesem Tile
;- little Bugfixing end
EndIf
TileItemLine + 1
EndIf
Next
EP_SaveMap(NFile$)
MessageRequester("Erledigt","the converted map was saved :)") ; ready
Else
MessageRequester("Fehler","Cant open file") ; Error
EndIf
End
Working on - MP3D Library - PB 5.73 version ready for download
Re: MP3D Engine Alpha 31
Hi Michael
an own format to save and load primitives is a good idea if it can save also the primitives colors. so the primitive creations can be saved for usage in future projects.
regards
an own format to save and load primitives is a good idea if it can save also the primitives colors. so the primitive creations can be saved for usage in future projects.
regards
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Re: MP3D Engine Alpha 31
..... add textures to that too - everything that describes a model in a single file, option to save as binary or plain text (plain text is handy because if you need a collection of similar objects, being able to edit a file to create a new object is very efficient).
IdeasVacuum
If it sounds simple, you have not grasped the complexity.
If it sounds simple, you have not grasped the complexity.
Re: MP3D Engine Alpha 31
Hi mpz,
Is it possible to load meshes and textures in a separate thread while rendering the scene in the main thread. In other words is MP3D threadsafe ? Oh and by the way could you please post a link to most recent version of it as there seem to be quite a few link for older versions. Thanks for this great library, you're a STAR!!
Is it possible to load meshes and textures in a separate thread while rendering the scene in the main thread. In other words is MP3D threadsafe ? Oh and by the way could you please post a link to most recent version of it as there seem to be quite a few link for older versions. Thanks for this great library, you're a STAR!!
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Re: MP3D Engine Alpha 31
Hello Olby,
on the first side of this discussion you find the "Threadsafe only lib for x86" too, Please replace the original MP3D_Library lib manually
http://www.flasharts.de/mpz/Threadsafe/MP3D_Library
I don't have tested it with loading etc in a separated thread, but i hope you can do it and told us about this
I go to holiday in 3 weeks and will annouced the new version mp_32 before. I will make a Threadsafe lib with this version to...
P.S. Little update, I have create 3 new load, catch and save Primitives commands:
56) new command: MP_LoadPrimitives (File.s) ; Load a Primitives as file.
57) new command: MP_CatchPrimitives (Memory , SizeOfMemory ) ; Load a Primitives from memory
58) new command: MP_SavePrimitives (Entity, File.s) ; Save a Primitives as file
Greetings Michael
on the first side of this discussion you find the "Threadsafe only lib for x86" too, Please replace the original MP3D_Library lib manually
http://www.flasharts.de/mpz/Threadsafe/MP3D_Library
I don't have tested it with loading etc in a separated thread, but i hope you can do it and told us about this

I go to holiday in 3 weeks and will annouced the new version mp_32 before. I will make a Threadsafe lib with this version to...
P.S. Little update, I have create 3 new load, catch and save Primitives commands:
56) new command: MP_LoadPrimitives (File.s) ; Load a Primitives as file.
57) new command: MP_CatchPrimitives (Memory , SizeOfMemory ) ; Load a Primitives from memory
58) new command: MP_SavePrimitives (Entity, File.s) ; Save a Primitives as file
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download
Re: MP3D Engine Alpha 31
Glad to hear that new version will be announced! BTW,it would be better if some old bugs could be fixed(I've posted those posts on the dedicated forum)mpz wrote:Hello Olby,
on the first side of this discussion you find the "Threadsafe only lib for x86" too, Please replace the original MP3D_Library lib manually
http://www.flasharts.de/mpz/Threadsafe/MP3D_Library
I don't have tested it with loading etc in a separated thread, but i hope you can do it and told us about this![]()
I go to holiday in 3 weeks and will annouced the new version mp_32 before. I will make a Threadsafe lib with this version to...
P.S. Little update, I have create 3 new load, catch and save Primitives commands:
56) new command: MP_LoadPrimitives (File.s) ; Load a Primitives as file.
57) new command: MP_CatchPrimitives (Memory , SizeOfMemory ) ; Load a Primitives from memory
58) new command: MP_SavePrimitives (Entity, File.s) ; Save a Primitives as file
Greetings Michael
poor English...
PureBasic & Delphi & VBA
PureBasic & Delphi & VBA
Re: MP3D Engine Alpha 31
Oh! Activity in the thread! And MPZ here! "He's alive! He's Alive!" )
I'm going back to the development my game, after break.
MPZ, maybe you will finish my old requests?
I'm going back to the development my game, after break.
MPZ, maybe you will finish my old requests?
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
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Re: MP3D Engine Alpha 31
Hi AndyLy,
what is the importants functions for you to need for now? If it is possible i will do it befor you go to holiday...
Greetings Michael
what is the importants functions for you to need for now? If it is possible i will do it befor you go to holiday...
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download