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3D engine written in PB?
Posted: Sun Jun 11, 2006 10:35 pm
by mp303
Any such beast?
I was just wondering ... using Macros, it should be possible to implement a really, really fast 3D engine in PB. Has anyone tried?
Posted: Mon Jun 12, 2006 1:13 am
by dracflamloc
Nope. Best we've seen are wrappers. I think DarkDragon came up with something but its far from optimal ro feature complete.
You'd have a better bet converting a c/c++ engine or wrapping one especially since you'll hit some pb limitations quite fast.
Posted: Mon Jun 12, 2006 9:08 am
by mp303
What engines have been ported or wrapped? Is there a list?
and Macros would still speed things up, wouldn't they? you wouldn't have a function-call overhead in the PB wrapper itself, only perhaps C functions around a C++ class-based interface, or not?
Posted: Mon Jun 12, 2006 5:30 pm
by DarkDragon
dracflamloc wrote:Nope. Best we've seen are wrappers. I think DarkDragon came up with something but its far from optimal ro feature complete.
Yes, I was a newbie, when I started, but now it's working good for a mini game and after I finished my game, I will restart coding it with Interfaces por ejemplo.
Posted: Mon Jun 12, 2006 5:48 pm
by dracflamloc
mp303 wrote:What engines have been ported or wrapped? Is there a list?
and Macros would still speed things up, wouldn't they? you wouldn't have a function-call overhead in the PB wrapper itself, only perhaps C functions around a C++ class-based interface, or not?
Irrlicht has been somewhat ported a few times, and OGRE of course comes with it, but otherwise 3d in pb is something that is severly lacking. Personally I'd like to see lightfeather ported/wrapped well
Posted: Mon Jun 12, 2006 6:01 pm
by Flype
there are also somewhere on this forum low-level wrappers for DirectX and OpenGL.
Posted: Tue Jun 13, 2006 12:32 pm
by mp303
Flype wrote:there are also somewhere on this forum low-level wrappers for DirectX and OpenGL.
Any reason why someone couldn't implement a custom 3D engine using low-level wrappers? Just wondering...
Posted: Tue Jun 13, 2006 12:39 pm
by thefool
It would be possible to write something fast. But you would have to use assembly to get maximum performance! Macro's isnt the problem.
Posted: Tue Jun 13, 2006 6:54 pm
by Thalius
btw.. has anyone tried accessing the ogredll's directly yet ? ( Starting some wrapper ? ). If i had some more knowledge about wrappers id do it and atm i cant find the time ( as usual ... ) to look into it.... God i need a new Job !
Thalius
Posted: Mon Jun 19, 2006 3:23 pm
by mp303
Thalius wrote:btw.. has anyone tried accessing the ogredll's directly yet ? ( Starting some wrapper ? )
I've looked briefly at
SOW (Simple Ogre Wrapper) ... This is a "flat" Ogre wrapper for BlitzMax, but the DLL itself is "just a DLL", so I expect it would be possible to use the wrapper DLL in PB as well??
This would be considerably less work than starting a new wrapper.
And from the demos, it seems this wrapper DLL has a fairly complete function set - it even has support for physics with ODE ... looks nifty

Posted: Tue Jun 20, 2006 4:27 am
by Thalius
hmm worth a look at !
Currently we have ODE aswell.. tho id like to be flexible...
Cheers, Thalius