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Ogre 14 in Purebasic
Posted: Thu Dec 26, 2024 8:06 am
by threedslider
Hello
Fred and his team have done a great job here
A question for Ogre 14, now it backend to vulkan from it right ?
It is super exiciting and to make a game for this

Re: Ogre 14 in Purebasic
Posted: Thu Dec 26, 2024 9:06 am
by pfaber11
Yes Ogre 14.3 has arrived and this is awesome. Not sure about Vulkan but that would be excellent also. Have a nice day.
Re: Ogre 14 in Purebasic
Posted: Fri Dec 27, 2024 7:11 pm
by threedslider
Ok thank you
We will see what PB give for Ogre 14

Re: Ogre 14 in Purebasic
Posted: Sun Dec 29, 2024 5:21 pm
by tj1010
Ogre 14 was released July 2023
Vulkan went beta in 13.2(11/28/21) and as far as I can tell it's still beta in 14.3 which was released 09/22/24. Everything does seem to work, though..
I'm no expert, though, only 3D stuff I've done in a couple years is loading levels from WorldCreator which has native ogre/.mesh export
Re: Ogre 14 in Purebasic
Posted: Mon Dec 30, 2024 9:59 am
by pfaber11
I feel Ogre 14.3 is a massive plus for PureBasic and I intend to carry on where I left off. This for me puts PureBasic ahead of the
competition in it's class and the fact it is still being updated and serviced is a bonus. Also it is nice to work with and quite easy to learn (for a computer language). For me PureBasic ticks all the right boxes with it's recent upgrades and I am going to enjoy making a new game with it. I did take out a year to learn it so I already know the basics which is awesome. I did think I may of wasted a year but not any more it turns out it was a great use of my time.
Re: Ogre 14 in Purebasic
Posted: Mon Dec 30, 2024 2:17 pm
by threedslider
Yeah, now we need a good documentation on how to use it and some tutorial for PB
Please Purebasician make one for tutorial to us, thanks !!!
Re: Ogre 14 in Purebasic
Posted: Sat Jan 25, 2025 10:24 pm
by pfaber11
I am gonna keep practicing with PureBasic until I feel I am at least a bit fluent in it and things start to get easier using it.
It really comes instinctively in the end I hope. I have no problem using a language once I know how to do the things I want in it.
I'm nearly there with PB but I'll wait until beta testing of 6.2 is done.
Re: Ogre 14 in Purebasic
Posted: Tue Jan 28, 2025 4:08 pm
by benubi
I am super excited about this even though I don't know how many new things are implemented.
I'd like to remember the team (or anyone able to help) that there is the problem with the AngularVelocityXYZ not being "correctly" transformed. This stems from the Ogre engine itself. The values have to be multiplied with an other orientation vector/quaternion what ever, and the velocity values are apparently also relative to the framerate :/
Perhaps a Fetch/Set function for all physical variables would be useful; Like FetchEntityPhysics(#Entity, *Destination.SpecialPhysicsStructure) And SetEntityPhysics(#Entity, *Source.SpecialPhysicsStructure). A bit like setmesh data uses a full, defined vertex structure now (compared to the preceding flags/assembled version). This way it would be easy to "teleport" objects in motion, better sync over network, create objects that are in motion dynamically. Using only one MoveEntity command invalidates the physics settings, but I'd like to preserve or re-set them.