Search found 43 matches
- 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.
- 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.
- 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.
- 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.
- 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?
Did at least the stuff with CURR and NXT make sense?
- 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...
- 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...
- 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.
- 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?
Is there an ETA for a fix for this bug?
- 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.
Re: Squares
Yes. This shows clearly what's going on:
Now try putting 256 in a ubyte.
Code: Select all
dim as short i
for i = 0 to 255
next i
print i
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...
- 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...
- 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...
- 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 ...