Annnddddd.... I DID IT !!!
I accomplished connecting Pharo with Unreal so I can script it with Pharo. It works from inside the editor and for the game as standalone. True live coding :) I am amazed how fast it is, but then I guess it should be expected with shared memory. You can watch a short demo here When I first created the loop, nothing happened. So naturally I expected that my CPPBridge was not working, my loop is basically going from 1 to 150 (z axis), 10 times. After inserting a delay of just 10 milliseconds I could see movement. So apparently without the delay Pharo , Unreal and CPPBridge are so fast that do 10 times movement of 1 to 150 in under one frame !!!!! So now I will have to slow down thing to make them work as I want !!! LOL!!!! I expected to be fast but nowhere that fast. Not that I am complaining. But this is just the first step, now I will slowly and steadily start to wrap Unreal Engine 4.13 API for Pharo. Its a dream to use Pharo professionally :) |
congratulations! you seem very excited with the results. On Sat, Nov 12, 2016 at 5:44 PM, Dimitris Chloupis <[hidden email]> wrote:
Bernardo E.C. Sent from a cheap desktop computer in South America. |
I would not have been able to use Pharo with Unreal if this had failed to work. Also this opens the door for me to use Pharo anywhere I want even outside Unreal, with Python , .Net , Java , assembly and any other programming language. It's a very flexible and powerful solution. The alternatives would have been very hard to achieve or much slower in terms of performance which matters a lot for me.
On Sun, 13 Nov 2016 at 05:11, Bernardo Ezequiel Contreras <[hidden email]> wrote:
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In reply to this post by kilon.alios
Really cool! Great to hear your success. Looking forward to the next instalment.
cheers- ben On Sun, Nov 13, 2016 at 4:44 AM, Dimitris Chloupis <[hidden email]> wrote: > Annnddddd.... I DID IT !!! > > I accomplished connecting Pharo with Unreal so I can script it with Pharo. > It works from inside the editor and for the game as standalone. True live > coding :) > > I am amazed how fast it is, but then I guess it should be expected with > shared memory. You can watch a short demo here > > https://www.youtube.com/watch?v=6fsUKW8-bBE&feature=youtu.be > > When I first created the loop, nothing happened. > > So naturally I expected that my CPPBridge was not working, my loop is > basically going from 1 to 150 (z axis), 10 times. After inserting a delay of > just 10 milliseconds I could see movement. > > So apparently without the delay Pharo , Unreal and CPPBridge are so fast > that do 10 times movement of 1 to 150 in under one frame !!!!! So now I will > have to slow down thing to make them work as I want !!! LOL!!!! I expected > to be fast but nowhere that fast. > > Not that I am complaining. > > But this is just the first step, now I will slowly and steadily start to > wrap Unreal Engine 4.13 API for Pharo. > > Its a dream to use Pharo professionally :) |
Thank you Ben :) On Sun, Nov 13, 2016 at 3:29 PM Ben Coman <[hidden email]> wrote: Really cool! Great to hear your success. Looking forward to the next instalment. |
In reply to this post by Ben Coman
+1
Le 13/11/16 à 14:28, Ben Coman a écrit : > Really cool! Great to hear your success. Looking forward to the next instalment. > cheers- ben > > On Sun, Nov 13, 2016 at 4:44 AM, Dimitris Chloupis > <[hidden email]> wrote: >> Annnddddd.... I DID IT !!! >> >> I accomplished connecting Pharo with Unreal so I can script it with Pharo. >> It works from inside the editor and for the game as standalone. True live >> coding :) >> >> I am amazed how fast it is, but then I guess it should be expected with >> shared memory. You can watch a short demo here >> >> https://www.youtube.com/watch?v=6fsUKW8-bBE&feature=youtu.be >> >> When I first created the loop, nothing happened. >> >> So naturally I expected that my CPPBridge was not working, my loop is >> basically going from 1 to 150 (z axis), 10 times. After inserting a delay of >> just 10 milliseconds I could see movement. >> >> So apparently without the delay Pharo , Unreal and CPPBridge are so fast >> that do 10 times movement of 1 to 150 in under one frame !!!!! So now I will >> have to slow down thing to make them work as I want !!! LOL!!!! I expected >> to be fast but nowhere that fast. >> >> Not that I am complaining. >> >> But this is just the first step, now I will slowly and steadily start to >> wrap Unreal Engine 4.13 API for Pharo. >> >> Its a dream to use Pharo professionally :) > |
+42
> On 13 Nov 2016, at 20:33, stepharo <[hidden email]> wrote: > > +1 > > > Le 13/11/16 à 14:28, Ben Coman a écrit : >> Really cool! Great to hear your success. Looking forward to the next instalment. >> cheers- ben >> >> On Sun, Nov 13, 2016 at 4:44 AM, Dimitris Chloupis >> <[hidden email]> wrote: >>> Annnddddd.... I DID IT !!! >>> >>> I accomplished connecting Pharo with Unreal so I can script it with Pharo. >>> It works from inside the editor and for the game as standalone. True live >>> coding :) >>> >>> I am amazed how fast it is, but then I guess it should be expected with >>> shared memory. You can watch a short demo here >>> >>> https://www.youtube.com/watch?v=6fsUKW8-bBE&feature=youtu.be >>> >>> When I first created the loop, nothing happened. >>> >>> So naturally I expected that my CPPBridge was not working, my loop is >>> basically going from 1 to 150 (z axis), 10 times. After inserting a delay of >>> just 10 milliseconds I could see movement. >>> >>> So apparently without the delay Pharo , Unreal and CPPBridge are so fast >>> that do 10 times movement of 1 to 150 in under one frame !!!!! So now I will >>> have to slow down thing to make them work as I want !!! LOL!!!! I expected >>> to be fast but nowhere that fast. >>> >>> Not that I am complaining. >>> >>> But this is just the first step, now I will slowly and steadily start to >>> wrap Unreal Engine 4.13 API for Pharo. >>> >>> Its a dream to use Pharo professionally :) >> > > |
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