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This is usually fun when you already have a vague idea of what you want to do, and you have the necessary knowledge to try to carry out a project.
Today’s tests are successful, I can dump the module commands for BlitzMax NG to program in Lua Script, just add a small modification to each command, a letter at the beginning of each. For example.
Monkey1234TApp.SetTitle("Game") // Module on BlitzMax NG.TApp.sSetTitle("Game") // Lua Script.
Thank you, always something to learn from other people, I value that very much.
Monkey123456789101112131415161718Framework iris3dgames.gear3dImport brl.basic'TApp.SetFullScreen()TApp.SetTitle("Gear3D | v.0.1 | Alpha")Local App:TApp = TApp.InitG3D(800,600)RepeatApp.ClsScreen()App.RenderStage()App.DrawText(20,20,"Hello World!")App.DrawText(20,40,App.GetBtnX("WM_CLOSE"))App.DrawText(20,60,App.GetFps())App.FlipStage()Until App.GetKeyHit(1) Or App.GetBtnX("WM_CLOSE")This is really crazy, when you don’t understand something I have to use brute force to understand it. And the FindWindowA command was the nightmare. But I already have a way to exit the application using the keys or when it is recognized that the X button on the title bar has been pressed.
No, at the moment there is no way out of the application, I only have those functions, I regret the drawbacks, in blitzmax ng the output is through the interfaces of the code writing ide.
If I can make this work I’m going to put more commands to the library and possibly be another alternative especially for BlitzMax NG and why not, for Monkey2.
One question that I still have to answer is that these are casting errors? When I was compiling in BlitzMax and switching to BlitzMax NG, I had some strange problems, so I have to modify certain points when exporting the library for NG. In such a case if that is corrected, is it possible to load the library in Monkey 2 without creating .h and C files?
Translated with http://www.DeepL.com/Translator
Ok, this already works, when translating my lack of attention I haven’t noticed where to put the libraries correctly.
So I already have something to investigate, by the way I did not know how to stop the application, so it touched me to close moneky 2, and when I return from work I give it a deep look. Now I have some motivation to investigate with Monkey 2.
Thank you very much.

In monkey 2 everything is very different, but I can’t make it work. I wonder what the downside will be.

Here result.

I’ve made it work in BlitzMax NG, but I can’t in Monkey 2, because everything is more confusing and I don’t consider myself a programmer.
InitG3D(int,int)
for 32 bits.
Ascii or Unicode.Monkey12345678910111213141516Framework iris3dgames.gear3dImport brl.basic' Main FileLocal App:TApp = TApp.InitG3D()RepeatApp.RenderStage()App.FlipStage()ForeverMonkey12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849'********************************************************'# Module : Gear3D for Windows #'# Url : http://www.iris3dgames.ga #'# Programmer : Yue Rexie #'# Compiler : BlitzMax NG - http://www.blitzMax.org #'# #'#*******************************************************SuperStrictModule iris3dgames.gear3dModuleInfo "Name :Gear3D For Windows"ModuleInfo "Versión : 0.0 Alpha"ModuleInfo "Copyright: LGPL. Iris3D Games"ModuleInfo "URL: http://www.iris3dgames.ga"Import pub.win32Local lib:Byte Ptr = LoadLibraryW("Gear3D.dll")Global _InitG3D:Byte Ptr(alto%,ancho%) "win32"Global _SetAppTitle:Byte Ptr(titulo$z) "win32"Global _RenderStage:Byte Ptr() "win32"Global _FlipStage:Byte Ptr() "win32"If lib% Then_InitG3D% = GetProcAddress(lib,"_InitG3D")_SetAppTitle% = GetProcAddress(lib,"_SetAppTitle")_RenderStage% = GetProcAddress(lib,"_RenderStage")_FlipStage% = GetProcAddress(lib,"_FlipStage")ElseRuntimeError("Invalid Load lib!")End If' Includes.Include "Types\TApp.bmx"Ok,
Gear3D.dll
Link.dllLoad Gear3d.dll
Functions on lib.“_InitG3D” ( 2 variables, height, widht secreen)
“_SetAppTitle” ( 1 variable string App Title)
“_RenderStage” ( Not Variables)
“_FlipStage”) ( Not Variables )Thanks You.
Monkey12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849'********************************************************'# Module : Gear3D for Windows #'# Url : http://www.iris3dgames.ga #'# Programmer : Yue Rexie #'# Compiler : BlitzMax NG - http://www.blitzMax.org #'# #'#*******************************************************SuperStrictModule iris3dgames.gear3dModuleInfo "Name :Gear3D For Windows"ModuleInfo "Versión : 0.0"ModuleInfo "Copyright: LGPL. Iris3D Games"ModuleInfo "URL: http://www.iris3dgames.ga"Import pub.win32Local lib:Byte Ptr = LoadLibraryW("Gear3D.dll")Global InitG3D:Byte Ptr(alto%,ancho%) "win32"Global SetAppTitle:Byte Ptr(titulo$z) "win32"Global RenderStage:Byte Ptr() "win32"Global FlipStage:Byte Ptr() "win32"If lib% ThenInitG3D% = GetProcAddress(lib,"_InitG3D")SetAppTitle% = GetProcAddress(lib,"_SetAppTitle")RenderStage% = GetProcAddress(lib,"_RenderStage")FlipStage% = GetProcAddress(lib,"_FlipStage")ElseRuntimeError("Invalid Load lib!")End If' Includes.Include "Types\TG3D.bmx"The tests carried out at the moment, seem to show good results when creating a 3d module for windows with BlitzMax NG.
The most pleasant thing is to understand certain things such as encapsulation among other things focused on object-oriented programming.
Monkey12345678910111213141516Framework iris3dgames.gear3dImport brl.basicSetAppTitle("Gear3D")TG3D.Start()RepeatRenderStage()FlipStage()ForeverIt’s not working. Some expert, if you want I can compile a simple library that returns a number for a simple test.
Last images 2 post here.



Another project fanning the collection, very low fps, a real tragedy and I don’t see any benefit going to an internet room to spend money to try this every time. But not everything is bad I learned many things, I improved my way of working and the good thing is that I don’t abandon it for something I don’t understand, but for my heavy computing power. Great tool BlitzMax.



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