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Work in Progress / Road to PlayBasicFX

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Kevin Picone
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Posted: 13th Sep 2007 01:01 Edited at: 27th Jul 2010 06:23
Shape Rotation Modes

Shapes now support both 2D & 3D rotation modes. Here's the same demo above running with 3D rotation applied.

Speed wise the new version is about 60->70fps faster than PlayBasic V1.63n retail




Note: Rotation Mode and rotation angles are actually bumped inside the library at the moment.

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Kevin Picone
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Posted: 13th Sep 2007 16:30 Edited at: 27th Jul 2010 06:27
Shape Sprinklers

This is the sprinkler demo (see projects/demos/shapeparticlesprinkler) running in PBFX 1.70f, which is another 35 fps faster than PB1.63n retail.

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Kevin Picone
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Posted: 16th Sep 2007 10:12 Edited at: 27th Jul 2010 06:30
PBFX 1.70g - Closest Point To Shape

Have pretty much re-written 90% of the shape library in the day few days. It's not really optimized, but it's far cleaner. Anyway, the following picture is of an internal function that been exposed. What is does is lets you query a shape for the closest point upon and edge within a range. Not pretty to look at, but handy




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Kevin Picone
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Posted: 16th Sep 2007 20:43 Edited at: 27th Jul 2010 06:40
PBFX 1.70g

Pretty much completed the shape library rewrite and are just hooking up a few extra commands. Which so far is limited to the rotation mode and XYZ rotation angles.





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Kevin Picone
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Posted: 17th Sep 2007 20:28 Edited at: 27th Jul 2010 06:19
Machine Code Execution Experiment

The following picture is taken from a recent dynamic recompilation experiment - I want to stress that the result at this point, is purely for curiously sake and should not be considered as a coming feature in the short term!

In this picture the code is doing a brute force fill (PB sample code bellow). Where it's drawing a full screen of individually coloured pixels. Unlike a normal PlayBasic program, this sample is not running the entire filler code through PlayBasic current VM#1 runtime, rather it generates a native x86 Machine Code equivalent and executes that.


; This is the what the fill loop is doing


Speed wise, there's a obviously going to be a world of difference. The native machine code version can fill the 800*600*4 screen (1.9meg of data) in 2->3 milliseconds. The runtime equivalent struggles at 150ms for the same task. This is a little misleading as the VM#1 runtime sees the above inner loop code (above) is low priority opcodes. So execution of that particular loop is much slower than just using dot fill of the screen. Which can be done 3 times faster than the poke solution above.. Even so, the machine code test is approximately 15 ->20times quicker than the fastest VM friendly loop in the runtime.

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Kevin Picone
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Posted: 18th Sep 2007 05:00 Edited at: 27th Jul 2010 06:47
PBFX 1.70g Ray Hit Shape

Back to the shape library stuff. This one allows you to detect a ray intersection with a shape.

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Kevin Picone
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Posted: 19th Sep 2007 08:33 Edited at: 27th Jul 2010 06:48
PBFX 1.70h

Here's another newly exposed command QuadHitShape - It allows you detect intersections between a convex 4 sided polygon (a quad) and a shape. Previously it was only a part of the math engine.




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Kevin Picone
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Posted: 19th Sep 2007 19:28 Edited at: 27th Jul 2010 06:21
PBFX V1.70h _BETA_ (Retail Compiler Only / Registered Users ONLY)

PBFX V1.70h is the current stability test of the new PB graphics engine. Version 1.70h doesn't fully replicate the command set functionality from older PB1.63 releases at the moment, but it's getting pretty close now. While there will no doubt be some commands missing/broken, the main missing feature is Sprite collision. But all the base fundamentals are now supported. Ie. core 2D, math, shapes, Image, Sprite, Fonts & Mapping.

This edition includes has new shape engine with the new math engine for testing. Hopefully you shouldn't notice any different between this edition and the old edition in PB1.63. Apart from a few new commands and some extra speed. But it's not really opt'd yet.


Download

old link removed.

Kevin Picone
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Posted: 22nd Sep 2007 23:57 Edited at: 22nd Sep 2007 23:59
Linked List of Typed Pointers

Here's a couple of different approaches for creating linked lists of the different types (collections). The first uses type pointers and the second uses the native link list control. Both are handy.


Linked Lists / Type Collections

Kevin Picone
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Posted: 23rd Sep 2007 08:03 Edited at: 27th Jul 2010 06:40
PBFX 1.70 Draw Mode Support in Light + Phong Image

This is a small change in PBFX 1.70. Now if you use Light & Phong image now use the current inkmode. So it can blend the lit pixel with the existing pixel.




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Kevin Picone
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Posted: 24th Sep 2007 21:52
Kevin Picone
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Posted: 27th Sep 2007 09:08 Edited at: 26th Jul 2010 10:46
Kevin Picone
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Posted: 28th Sep 2007 04:09 Edited at: 27th Jul 2010 06:54
Ray Hit Sprite

Slowing converting more of the collision frame work, this picture shows running ray intersection upon Entity sprites.





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Kevin Picone
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Posted: 30th Sep 2007 08:33 Edited at: 30th Sep 2007 08:35
Polygon Hit Sprite

Quad polygon now supports entity sprites also. This pretty much completes the rewrite of the vector side of the collision engine (code wise), just a matter of hooking stuff back up and culling some any redundant code now.




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Kevin Picone
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Posted: 30th Sep 2007 10:42 Edited at: 27th Jul 2010 06:42
PBFX 1.70j - Sprite OverLap

In this demo we're detecting overlaps between two entity level sprites. With this addition, this almost restores all of the vector level sprite collision support from PB1.63. Still a few tidbits left to do before updating the Pixel Perfect stuff. But it won't be too long now





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Kevin Picone
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Posted: 1st Oct 2007 04:59 Edited at: 26th Jul 2010 10:47
Kevin Picone
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Posted: 1st Oct 2007 09:17 Edited at: 27th Jul 2010 06:43
PBFX 1.70k CircleHitSprite (ShapeMode)

Restored most of the shape mode vector collision methods today. With any luck, I might be able to finish those all today..

For example code See Projects\Sprites\Collision folder.

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Kevin Picone
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Posted: 1st Oct 2007 17:14
Issue # 57 New Letter Round Up Stuff

Quote: "
PlayBasic - Round Up

With all of the niggling tasks vanquished from the past few months, September has been a code fest of massive proportions. Earlier this
year, we'd been getting stuck into our second generation of PlayBasic. This edition takes the original functionality of PB and introduces both a new runtime
engine plus Direct 3D support as well. Moving to Direct3D will give users the some impressive visuals capabilities, in fact the same as DB / DBPRO but it's important to
stress that there's a lot more to a game language than just the visuals. So we're focusing on squeezing the every drop of performance possible
out of the updated command sets. At the time of writing, work as been centered around core Math, Mapping & Vector Shapes.



Mapping

Supporting Direct 3D has meant that the entire tree of dependant rendering features need to be changed also. Previously we'd been focusing upon the Image / Sprites layers mainly, as such mapping hadn't been fully implemented. Well, apart from some few tech demos. It's these type of situations that put us in annoying cross roads, do we patch the old library around the new back end to save time or build the new library from the ground up. While the former is easier, the later is clearly the better solution in the long run. So thankfully common sense prevailed. For once


The new engine focuses upon recreating the existing mapping functionality first and foremost. So users can update without too much fuss. But there are some changes to how rendering works and how the command set manages resources though, such as Levels & Animations. Previously the mapping libraries we're zero to range quantity inclusive, so they treated dependant resources such as Levels like an array indexes. Therefore if you created a map with 2 levels say (Map=NewMap(2)), then this map really had provision for 3 levels. Level #0, Level #1 and level #2. Which to be honest was something I never liked, as it made manipulating the level quantity confusing at times. Changing this however, will no doubt break some old that relies upon manual creation this however.


Performance wise the new engine aims to take full advantage of the new Direct 3D basis. Not only that, it also gives users extra controls over how the blocks are stored internally. Which allows you to fine tune the performance of map rendering to the layout of your graphics better. As such, it's not uncommon for the new engine in PB v1.70h to outperform the PB v1.63 retail by anything from 25% up to 100%.


See Mapping Wip/ScreenShots




Vector Shapes


Shapes for those who might be unaware, are a multi purpose command set for dealing with polygon based vector objects. They support concave, convex and complex shape rendering. They're not just a graphical effect though, as shapes are used throughout the collision system. Allowing users to detect things like ray intersections, through to complex region area collisions. While this library is primarily a vector math engine, it's also supports various raster intersection features for things like pixel perfect collision. Which is used with sprite collisions for example. Hence another catch 22. While we could gett away with patching the old library onto the new graphics engine fairly easily, it just seemed more logical and efficient to rebuild the shape library around the underlying mesh engine. Which not only reduces the code foot print, but also helps expand the flexibility of the other commands sets use Meshes. Such as the sprite command set.


The main performance and feature gains thus far has been a by product of Mesh command set. Such as faster vertex rotation, various rotation modes 2D and 3D and some various design optimizations from the better stream lining of data. Which should result in even faster collision all around.

See Shape Wip/ScreenShots




Dynamic Machine Code Generation


Away from the grind of building the new gfx engine. I've been performing various tests on our second generation runtime, often referred to as VM2. In case you're not familiar, the VM is the code execution engine, it's the component that executes your programs code. Current editions of PlayBasic going back as far as V1.50 use a hybrid of our VM1 and VM2 technologies. Generally the higher the version, the more execution that's taking place upon the VM2 runtime. Since VM2 is highly optimized, it stands to reason that newer editions of PlayBasic have faster runtime execution than older editions. Originally VM2 was some 4->5 time faster than VM1, but that gap has been closing with using many VM2 optimization techniques being retrofitted into VM1 to make the transition easier. To put that into content, VM2 is somewhere in the middle of DB and DBPro in terms of execution speed. Which is easily fast enough, but some punters will always want more. Enter Dynamic Machine Code Generation.


A lot of fuss is made about languages that compile to machine code. Presumably because of how fast users perceive machine code to be. Now coming from an assembly programming background, what's often neglected, is that the end result is only as fast as the slowest components. So wrapping machine code segments around slow functions calls, gives less then staggering results. With this mind, we've been carefully crafting our core libraries to aid dynamic machine code generation. While it's a way off being fully implemented into PBl, early this week I run a little trial to get better idea of what sort of speed we can expect.


The test code (see link bellow) is performing a full screen fill of individually coloured pixels. While a simple routine, it's a brute force operation and one that's not suited to a VM. Speed wise, there's a world of difference. The native machine code version can fill the 800*600*4 screen (1.9 meg of data) in 2->3 milliseconds. The runtime equivalent struggles at 150ms for the same task. This is a little misleading as the current VM runtime doesn't treat such brute force loop with a high priority. So execution is slower than just using dot to fill the screen. Which can be done 2->3 times faster than the poke solution. Even so, the machine code test is approximately 15 ->20 times quicker than the fastest VM friendly loop.


See Code Sample & Screen Shot




PB 1.70h Beta

Registered users can Beta test the current Work In Progress edition of the PB1.70 on our Forums.

PB1.70 Beta Announcement


Over & Out

Done for another month...
"


Kevin Picone
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Posted: 1st Oct 2007 18:37 Edited at: 27th Jul 2010 06:41
PBFX 1.70k QuadHitSprite (ShapeMode)

Well, it's just about the end of another long day and Beta K is moving along nicely. Haven't got all of the vector collision done. Found a few missing tidbits that needed to be replaced, due to changing to the mesh library. Probably should have documented how the original version worked at the time

The pic is just one of the sprite collision examples. (from your example pack) About 50% of them are working as per PB1.63 now.

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Deathead
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Posted: 1st Oct 2007 19:40
Lol! Seems like your talking to yourself. Nice work you are great at 2d

Kevin Picone
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Posted: 2nd Oct 2007 09:19 Edited at: 27th Jul 2010 06:44
PBFX 1.70k ShapeHitSprite (ShapeMode)

Shape Hit Sprite is working again.

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Kevin Picone
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Posted: 2nd Oct 2007 15:11 Edited at: 26th Jul 2010 10:48
Kevin Picone
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Posted: 3rd Oct 2007 02:32 Edited at: 27th Jul 2010 06:45
Video Feedback

Here's another video feedback variation in PBFX 1.70

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Kevin Picone
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Posted: 4th Oct 2007 04:21 Edited at: 27th Jul 2010 06:58
PBFX 1.70l PointHitSpritePixels (PixelPerfectMode)

In beta 1.70L i'm slowly restoring the pixel perfect sprite collision modes. The main change is that they now support entity (mesh based) sprites. The following pictures are just taken from PointHitSpritePixels demo (See projects\Sprites\Collision) from the examples pack however. There's two shots, in the pic A the point is inside the sprite but missing the pixels, and in the pic B the point is hitting the pixels.. Although it's a little hard to see. But ya get that




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Kevin Picone
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Posted: 4th Oct 2007 04:22 Edited at: 27th Jul 2010 06:57
and here's the equally thrilling Picture B of the above effect.



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aluseus GOD
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Posted: 4th Oct 2007 04:51
Will this run on dbpro?
Will it run on visual basic?

Your signature has been deleted by a moderator because this joke is getting old.
Kevin Picone
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Posted: 4th Oct 2007 06:01 Edited at: 27th Jul 2010 06:52
Kevin Picone
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Posted: 4th Oct 2007 06:45 Edited at: 27th Jul 2010 06:54
PBFX 170l PointHitSpritePixels 1500 Rotating Scaling sprites

Here's an example of running the new PointHitSpritePixels function on a 1500 sprite scene.



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Kevin Picone
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Posted: 4th Oct 2007 10:44 Edited at: 27th Jul 2010 06:55
PBFX 170l Running EllipseHitSpritePixels 1500 Rotating Scaling sprites

and here's the ellipse version.

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Kevin Picone
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Posted: 4th Oct 2007 16:22 Edited at: 27th Jul 2010 06:56
PBFX 170l LineHitSpritePixels

This example is running the lineHitSpritePixels function on a 1500 Rotating Scaling sprites.




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Kevin Picone
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Posted: 5th Oct 2007 08:28 Edited at: 27th Jul 2010 07:02
PBFX 170l Tri/QuadHitSpritePixels

This example is running the Tri And QuadHitSpritePixels function on a 1500 Rotating Scaling sprites.



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Kevin Picone
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Posted: 6th Oct 2007 08:49 Edited at: 27th Jul 2010 07:04
PBFX 170l ImageHitSpritePixels

This example is running the ImageHitSpritePixels function on a 1500 Rotating Scaling sprites.

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Kevin Picone
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Posted: 6th Oct 2007 17:58 Edited at: 27th Jul 2010 07:04
PBFX 1.70l CompareSpritePixels (Pixel Perfect collision)

oh dear, it would seem i've gone and re-added Pixel Perfect collision support for entity sprites, how rude! The pic bellow is showing the standard test where it's comparing a large rotated/scaled sprite to 1500 rotating scaling sprites. The example is using the "CompareSpritePixels" function to manually resolve the intersections, rather through SpriteHit, which hasn't yet been fleshed out to support pixel perfect modes. From memory, all that's remaining now is to implement ShapeHitSpritePixels method. Once that's in place, the Direct 3D based sprite engine will be a functional replacement for the older one.

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Kevin Picone
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Posted: 8th Oct 2007 17:24 Edited at: 27th Jul 2010 07:05
PBFXV1.70L _BETA_ (Retail Compiler Only / Registered Users ONLY)

PBFX V1.70L is the current stability test of the new PB graphics engine. Version 1.70L doesn't fully replicate the command set functionality from older PB1.63 releases at the moment, but it's getting pretty close now (around 80->90%). While there will no doubt be some commands missing/broken, the main missing feature now is camera support for sprites. But all the base fundamentals are supported. Ie. core 2D, math, shapes, Image, Sprite, Fonts & Mapping.

This edition restores Pixel Perfect collision methods to the new Sprite Collision engine. Making sprite Collision modes 0,1,2,3 & 6 are functional. Some combination may be missing though. Shape to Pixel mode is known to be not working however.

Kevin Picone
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Posted: 9th Oct 2007 20:26 Edited at: 27th Jul 2010 07:07
PBFX 1.70m Closest Point To Sprite


1.70m now supports finding the closest point to entity sprites.

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Kevin Picone
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Posted: 9th Oct 2007 21:08 Edited at: 27th Jul 2010 07:08
PBFX 1.70 - Z ordered Sprite with Video feedback

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Kevin Picone
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Posted: 10th Oct 2007 08:30
PB1.70m Closest Point To Sprite #2

While not a pretty screen, the 1.70m version of the command now supports all methods axis,face and collision region.

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Kevin Picone
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Posted: 10th Oct 2007 19:43 Edited at: 26th Jul 2010 15:01
PlayBasisFX V1.70M _BETA_ (Retail Compiler Only / Registered Users ONLY)

PBFX V1.70M is the current stability test of the new PB graphics engine. Version 1.70M doesn't fully replicate the command set functionality from older PB1.63 releases at the moment, but it's getting pretty close now (around 90%). While there will no doubt be some commands missing/broken, the main missing feature now is camera support for sprites. But all the base fundamentals are supported. Ie. core 2D, math, shapes, Image, Sprite, Fonts & Mapping.

This edition gives improved sprite support.

Kevin Picone
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Posted: 12th Oct 2007 08:42 Edited at: 26th Jul 2010 15:02
PlayBasicFX V1.70M2 _BETA_ (Retail Compiler Only / Registered Users ONLY)

PBFX V1.70M2 is the first true stability test of the new PB graphics engine. Unlike previous beta's 1.70m2 is now considered (95%->100%) complete replacement of PB1.63n retail. While there have been some commands removed, all of the existing functionally is now supported. That is not to say that everything is working %100, it isn't, so you'll no doubt encounter some broken commands and functionality changes. Hence beta testing !

The main change in this edition is the restoration of sprite support through cameras.

Kevin Picone
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Posted: 15th Oct 2007 20:29 Edited at: 26th Jul 2010 15:00
PlayBasic V1.63o _Retail Patch_ is Now Available

This release patches the existing PB1.63m retail release to the current retail release version of PBV1.63o. Therefore you'll need to install patch PB1.63m (listed above) prior to this one ! (if you haven't already)

The PB1.63o package includes updates of PB Compiler, Release / Debug Runtimes. The only difference to PB1.63m/n is that PB1.63o runtime uses a different boot process. Allowing better compatibility when running exe's upon strict OS-es. Such as XP (user account /DEP) and Vista.


For more information about PlayBasic, please visit the PlayBASIC home page and download the free trial version and dive in.

Url: www.PlayBasic.com

Kevin Picone
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Posted: 16th Oct 2007 20:59 Edited at: 26th Jul 2010 15:03
PlayBasic V1.63p _Retail Patch_ is Now Available

This release patches the existing PB1.63m retail release to the current retail release version of PBV1.63o. Therefore you'll need to install patch PB1.63m (listed above) prior to this one ! (if you haven't already)

The PB1.63p package includes updates of PB Compiler, Release / Debug Runtimes. The only difference to PB1.63n/PB1.63o are that the PB1.63p runtimes now support various boot strategies. Allowing even better compatibility when running exe's upon strict OS-es. Such as XP (user account / DEP) and Vista.


For more information about PlayBasic, please visit the Play Basic home page and download the free trial version and dive in.

Url: www.PlayBasic.com

Deathead
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Posted: 16th Oct 2007 21:07
I never seen so many double posts in my life.lol

-Go onto the forums its nice! Join now!
Kevin Picone
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Posted: 17th Oct 2007 19:55 Edited at: 26th Jul 2010 15:05
Kevin Picone
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Posted: 19th Oct 2007 05:10 Edited at: 26th Jul 2010 15:06
Kevin Picone
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Posted: 21st Oct 2007 19:20 Edited at: 26th Jul 2010 15:08
LBFN
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Posted: 23rd Oct 2007 02:56
Kevin,

Awesome power. I remember years ago a magazine claiming a computer could produce 256 sprites on screen (it couldn't, it was a false claim), but that was considered an incredible feat.

Could you make a short vid with 1500 squiggly worms?

LB
Kevin Picone
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Posted: 23rd Oct 2007 14:47
sorry, but I haven't the slightest idea of what you're talking about ?

LBFN
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Quote: "PB170l LineHitSpritePixels

This example is running the lineHitSpritePixels function on a 1500 Rotating Scaling sprites.
"


Could you make an example of this only using 1500 animated worms wriggling back and forth instead of scaling the sprites?

LB
Deathead
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Posted: 23rd Oct 2007 17:48
For some reason I think LBFN broke Kevin Picones updating curse!lol

Kevin Picone
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Posted: 23rd Oct 2007 19:47 Edited at: 26th Jul 2010 15:07

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