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Leadwerks Engine and PureBasic
Posted: Sun Aug 31, 2008 5:12 am
by Leadwerks
Hi, this is Josh of Leadwerks. I am finishing up version 2.1 of our engine, after which I plan to shift to a more educational mode...I am just going to take a break for a few months and only do documentation and video tutorials.
The engine command set uses a C interface. I was wondering if it is possible for PureBasic to import a C header? If so, you would be able to just start using the commands right away. If not, then maybe I can write a simple program that will automatically generate the PB include code.
Please let me know what the best way to allow PB accessibility is. Thanks!

Posted: Sun Aug 31, 2008 5:23 am
by Mistrel
PureBasic cannot import C headers. You will have to rewrite all of the imports using PureBasic code.
Posted: Sun Aug 31, 2008 5:55 am
by Kaeru Gaman
Hi Josh,
the LEADWERKS Engine?

WOW!
... and as I just have looked up, this engine isn't that expensive,
your company's website sais US$ 150,- for the engine and US$ 120,- for the WorldBuilder, is this correct?
... and the WorldBuilder is capable of CSG?
darn, I guess you have me, I'm an old POV scripter and I always disliked too much Meshes... xD
from your product information:
> DLL version can be used with virtually any programming language.
PureBasic can access external DLLs without problems
> Procedural interface allows full access to all features while maintaining a simple and straightforward API.
PureBasic can natively handle API calls with 32bit arguments, 64bit argument API calls have to be imported.
this should not be too difficult, myself I have not much experience with imports, but I know others who have.
the C Header maybe helpful to create the importing code in PureBasic.
PureBasic is an European Product, international sold.
how easy is international shipping of your engine's package?
the billing pages offer CreditCard and PayPal... are there other possibilities, too?
excuse my questions, just curious...
how did you find PureBasic and this forums?
Posted: Sun Aug 31, 2008 7:04 am
by Leadwerks
I used to use PureBasic for GUI apps. It's a very good language.
We process orders from all over the world.
I guess I will have to write a PB include file then. Hopefully I still remember the syntax. I thought PB supported 64-bit floats? No matter, I stuck to 32-bit parameters.
If anyone here has time and interest in doing this, please contact me and we can work something out.
Posted: Sun Aug 31, 2008 7:11 am
by Kaeru Gaman
PB supports 64bit floats, but not natively 64bit arguments for unimported API calls.
I discovered this when trying to work with openGL without imports.
but it should be easy to write some imports to have full 64bit access.
using 64bit arguments will be better, it will be useful with large maps and fine detailed models.
Posted: Sun Aug 31, 2008 10:09 am
by Num3
Hi there,
This tool might be handy for the import job:
http://www.purebasic.fr/english/viewtopic.php?t=16179
A few years ago i did a similar tool for importing all the functions of 3impact to purebasic, but i had to quit because PB did not support Quads at the time.
Posted: Sun Aug 31, 2008 6:10 pm
by Leadwerks
Danke aber mein Deutsch ist nicht gut genug fur mich zum verstanden der applikation.
Posted: Sun Aug 31, 2008 6:57 pm
by Num3
There is version 1.5.6 on page 4, but you can get an English version here
http://www.file-upload.net/download-103 ... 6.zip.html
Posted: Thu Sep 11, 2008 6:09 pm
by Leadwerks
I am still looking for someone to write import code for PureBasic.
An evaluation kit is now available:
http://forum.leadwerks.com/viewtopic.php?f=1&t=822

Posted: Thu Sep 11, 2008 8:23 pm
by Rook Zimbabwe
I remember this from Blitz3D! It has been much improved!!! Keep up the good works!
Posted: Thu Sep 11, 2008 9:05 pm
by c4s
Leadwerks wrote:I am still looking for someone to write import code for PureBasic.
Maybe you should give that someone an attraction. For example a free
licence or so.
I think nobody would do it just for fun for a commercial application..
Posted: Thu Sep 11, 2008 9:25 pm
by Leadwerks
well, yeah, they would need the SDK to test with.
Posted: Thu Sep 11, 2008 9:25 pm
by blueznl
Played around a little with the evaluation package and found a few things...
- In messes around with registry keys. Why? I can't seem to think of a reason why it would.
- The sandbox crashed repeatedly on me.
- I can't seem to find anything loadable in the model viewer, and the model viewer crashes on exit.
The island demo is great, but it could use a couple of (moving) objects.
All in all very promising, but it's a bit hard to estimate how easy or hard it is to use the kit just from looking at this package. That it crashed and stored stuff in the registry is something I don't like, especially not from an evaluation package.
Promising but I'm not buying yet

Posted: Thu Sep 11, 2008 9:27 pm
by Leadwerks
The installer might do something with registry keys. My engine does not.
I don't know anything about crashing because no one has reported anything like that until now, but I will keep an eye out.
Posted: Thu Sep 11, 2008 9:28 pm
by blueznl
Not the installer but the sandbox and model viewer accessed registry keys.