Mistrel wrote:I just get a black screen when I try to run their demos.
You might not have run the demos correctly. Go to
http://www.3impact.com/ and click the Download - 7 Mb link. Install it and from cmd cd to the installation folder and run:
If you don't specify the dll you get a black screen like you mention.
If you're looking at a complete game engine for PureBasic have a look at PureGDK.
Thanks for the suggestion but 3impact is a more than capable games engine for Windows:
3IMPACT GAME ENGINE FEATURES
GENERAL
# Available both as a standard Windows .DLL (powerful, flexible) and as an .EXE file (intuitive mod-coding style).
# Almost all programming languages supported (DLL version only).
# Powerful and crystal clear set of API functions for maximum productivity.
# Flexibility! Use high level functions that do the hard work behind the scenes, or use low level functions to manage the engine down to vertex buffer manipulation, mesh-specific rendering mode, etc.
# Integrated rendering, physics and network engines.
# No need of engine-specific world editor, just use your favorite 3d modeler!
3D RENDERING
# Programmable visual effects (HLSL-based, .fx/.fxo shaders).
# Built-in, per pixel lighting, bump-mapping, bumped environment mapping.
# Hardware rendered dynamic volumetric shadows (fast!).
# Hardware rendered trail and particle systems (fast!), with programmable gravity, air-resistance, 'melting' and 'burnout' effects.
# Dynamic sun-like and local colored lights.
# DirectX® skeletal animation (play/stop/reverse/speed-control), per-bone dynamic control, ragdoll physics, vertex animation (water surfaces, etc), mesh morphing, texture animation!
# Retrieve each single bone's 3d location, runtime (e.g. attach a gun to an arm)!
# Built-in chasing cameras, multiple simultaneous viewpoints, split-screen, custom sized viewports.
# Classic and dynamic reflection mapping, true mirror surfaces.
# Real-time rendering of refractive solids (crystal, tinted glass, water, etc).
# Alpha texture mapping, all available blend methods, advanced management of transparency sorting.
2D RENDERING
# Print functions performing fast text rendering and animation. Fully customizable graphics font sets!
# Animated 2d objects can be any shape, as small as a single pixel (per pixel animation) or many times bigger than the screen (scrolling, old-style 2d shoot'em up games, etc). They can be scaled, stretched, rotated.
# Fully programmable sprite transparency and master-color (fading, flashing, etc).
# Full-screen and windowed rendering of standard Windows dialogs (default message boxes and custom dialogs with custom controls).
NETWORKING
# Built-in synchronized-simulation system, providing straightforward methods to keep synched several simulations running on different connected computers.
# DirectPlay's client/server based networking supporting LAN and Internet connections.
# Virtually unlimited number of players. You decide the amount of data to synchronize or share, thus allowing for extreme optimization and massive multiplayer games.
COLLISION DETECTION & PHYSICS
# Built-in, rock solid physics, accurate collision detection and response.
# Ultra-fast ray collision checking (line of sight testing, obstacle detection, etc).
# Hi-level functions allowing for easy setup of wheeled vehicles with working suspensions (ultra-realistic car dynamics, accurate driving simulations, etc).
# Classic and breakable joints, rotational stops, angular motors, soft constraints, springs.
SOUNDS/MUSIC
# Dynamic 3d sound sources providing easy integration with physics simulation.
# Global (position-independent) stereo and mono sounds/music.
# Support for .wav and .ogg formats.
# Dynamic start/stop/pause/resume control.
# Fully hardware processed playing and mixing (while sound card chip works, main CPU is free for other tasks!).
DOCUMENTATION
# Complete (compile and go) examples provided with fully commented source code.
# Extensive programmer reference covering all available API functions.
# Detailed step-by-step tutorials.
# Prompt technical support (e-mail).
# Responsive community (online forum).
API
# Resource loading from both file and memory (for advanced database manipulation, data encryption, etc).
# Powerful math and 3d transformation functions.
# Complete and straightforward support for keyboard, mouse, joystick, gamepads, steering wheels and other input devices.
# Specific functions to dynamically control/retrieve core engine behavior/stats (frame rate, display mode, global rendering settings, etc).
# Specific functions to manage simulation recording/replay, game state save/load, etc.
# Specific functions to save rendered frames as image sequences, to build .avi/.mpeg clips of the simulation.
The trails example is working in PureBasic:
