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3Impact?

Posted: Mon Dec 19, 2005 4:08 am
by Brice Manuel
I know I should ask this on the 3Impact forums, but the last time I posted here that PBers should consider it and then went to the 3Impact forums, I was flamed by them for promoting it for PB use :evil:

Does anybody know if the headers for the new DLL version have been converted to work with PB yet?

Posted: Mon Dec 19, 2005 4:13 am
by Dare2
I understand that one of the 3Impact people has released some sort of wrapper. Haven't tried it.

Was, I hear, posted in same thread as the one you refer to.

Posted: Tue Dec 20, 2005 12:34 am
by Sebe
ColdSteel 0.8 Early Adopters version will be sold in a couple of hours I guess. http://www.coldsteelengine.com

Re: 3Impact?

Posted: Mon Mar 31, 2008 12:49 pm
by MrMat
Brice Manuel wrote:Does anybody know if the headers for the new DLL version have been converted to work with PB yet?
Better late than never lol, i've converted them and will be posting them on the 3impact board this weekend once i've checked them and converted some more examples.

Re: 3Impact?

Posted: Mon Mar 31, 2008 6:03 pm
by Num3
MrMat wrote:
Brice Manuel wrote:Does anybody know if the headers for the new DLL version have been converted to work with PB yet?
Better late than never lol, i've converted them and will be posting them on the 3impact board this weekend once i've checked them and converted some more examples.
I tried to convert 3impact a couple of years ago..

Hit the wall with some PB limitations at the time...

I even had the 3impact developer SDK from them...

Can't wait to try it ;)

Posted: Mon Mar 31, 2008 7:06 pm
by MrMat
Cool! Looking forward to you trying it :)

Here's a couple of screenshots of it running under PureBasic. The first is the "breakable ragdoll" example:
Image
and the second is the "true mirror" example:
Image

Posted: Mon Mar 31, 2008 7:31 pm
by Mistrel
I just get a black screen when I try to run their demos.

If you're looking at a complete game engine for PureBasic have a look at PureGDK.

http://www.purebasic.fr/english/viewtopic.php?t=31201

Posted: Mon Mar 31, 2008 8:05 pm
by MrMat
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:

Code: Select all

demos.exe skinnedragdoll.dll
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:
Image

Posted: Mon Mar 31, 2008 11:46 pm
by Pureabc
MrMat,

The screenshots you posted are great.

Looking forward to try it.

Thanks.

:D