Search found 43 matches

by thebigh
Aug 13, 2023 8:36
Forum: Community Discussion
Topic: Anyone still here from the old QB45 days?
Replies: 28
Views: 11140

Re: Anyone still here from the old QB45 days?

I started decades ago with the old GW-BASIC. Eventually I upgraded to QB. I didn't participate in the community back then though. Eventually I started dabbling in C and Fortran, but found my way back to freebasic about five years ago.
by thebigh
Aug 10, 2023 23:07
Forum: Game Dev
Topic: Marabunta: 2D Ant Game
Replies: 1
Views: 1763

Re: Marabunta: 2D Ant Game

Nice! Cute little game. I got to to about the 5th level.
by thebigh
Aug 10, 2023 22:57
Forum: Game Dev
Topic: Star Trader Game (In-progress)
Replies: 30
Views: 5579

Re: Star Trader Game (In-progress)

I've been lurking a bit and reading this thread; can't wait to see how this turns out.
by thebigh
Mar 17, 2021 9:42
Forum: Beginners
Topic: Presentation and questions about freebasic
Replies: 32
Views: 4234

Re: Presentation and questions about freebasic

The translator Firefox addon I use translates "bit" to "un poco", which I think is hilarious.
by thebigh
Mar 10, 2021 13:48
Forum: Game Dev
Topic: Conway's game of life
Replies: 14
Views: 3549

Re: Conway's game of life

I can't reproduce the runtime error but I think I fixed the bug, which was in the mm function. Try it now.

Did at least the stuff with CURR and NXT make sense?
by thebigh
Mar 10, 2021 8:12
Forum: Game Dev
Topic: Conway's game of life
Replies: 14
Views: 3549

Re: Conway's game of life

Here's my version. It should show what I mean #define SIZE 160 #define PIX 4 #define NXT (1-CURR) #define WHITE rgb(255,255,255) #define FRAMERATE 1./25 declare sub draw_world( world() as uinteger, CURR as uinteger) declare sub iterate_world( world() as uinteger, CURR as uinteger) declare function m...
by thebigh
Mar 09, 2021 23:55
Forum: Game Dev
Topic: Conway's game of life
Replies: 14
Views: 3549

Re: Conway's game of life

You can cut the running time down by not copying from one array to another. Just have a single array of dimensions WIDTH x HEIGHT x 2. One of the two layers contains the current generation that you're reading from and the other contains the next generation that you're writing to. Then at the end you...
by thebigh
Nov 24, 2020 17:58
Forum: Linux
Topic: (L)Ubuntu Focal Fossa (20.04) and libtinfo.so.5
Replies: 24
Views: 16478

Re: (L)Ubuntu Focal Fossa (20.04) and libtinfo.so.5

Yes, I did all that. All these things are at their latest versions, but I am still getting the same error.
by thebigh
Nov 24, 2020 16:28
Forum: Linux
Topic: (L)Ubuntu Focal Fossa (20.04) and libtinfo.so.5
Replies: 24
Views: 16478

Re: (L)Ubuntu Focal Fossa (20.04) and libtinfo.so.5

I have tried all of these fixes and I still get "fbc: /lib/libtinfo.so.5: version `NCURSES_TINFO_5.0.19991023' not found (required by fbc)" no matter what I do.

Is there an ETA for a fix for this bug?
by thebigh
Apr 18, 2020 15:28
Forum: Community Discussion
Topic: What do you use FreeBASIC for?
Replies: 91
Views: 12165

Re: What do you use FreeBASIC for?

I'm trying and failing to make a game with FreeBASIC and OpenGL.
by thebigh
Apr 13, 2020 13:06
Forum: General
Topic: Squares
Replies: 8041
Views: 773371

Re: Squares

Yes. This shows clearly what's going on:

Code: Select all

dim as short i
for i = 0 to 255
next i
print i
Now try putting 256 in a ubyte.
by thebigh
Apr 13, 2020 12:22
Forum: General
Topic: Squares
Replies: 8041
Views: 773371

Re: Squares

Here's my derp moment of the day dim as ubyte i for i = 0 to 255 do_something_with( i ) lots_of_lines_of_complex_code( i ) tedious_blather( i ) next i Scratching my head why this loop ran forever. Was something in my many dozens of lines of complex code causing i to be changed from within the loop s...
by thebigh
Apr 06, 2020 22:35
Forum: Game Dev
Topic: Collision detection in 3D
Replies: 10
Views: 2751

Re: Collision detection in 3D

The last thing we need is a wrapper routine for all of this stuff that you can call from your main game loop. First reset colpak with suitable values: sub reset_colpak( byref colpak as collision_packet, byval player_position as point3d, byval player_velocity as point3d,_ byval player_angle as angles...
by thebigh
Apr 06, 2020 22:34
Forum: Game Dev
Topic: Collision detection in 3D
Replies: 10
Views: 2751

Re: Collision detection in 3D

Just as we used the arguments in lowest_positive_root to keep track of the first collision among a single triangle's vertices and edges, we will use the colpak structure to store the information about the earliest collision among all the triangles tested so far. That goes into colpak.coll.epoint and...
by thebigh
Apr 06, 2020 22:33
Forum: Game Dev
Topic: Collision detection in 3D
Replies: 10
Views: 2751

Re: Collision detection in 3D

Finally we can put all this together to test for a collision with a single given triangle. Here it is. Most of it will be explained in the many comments I have put in there. sub check_triangle( tri() as point3d, colpak as collision_packet ptr ) 'only two arguments; most of what we need is in colpak ...