[Teaser] Using Pharo to script Unreal

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[Teaser] Using Pharo to script Unreal

kilon.alios
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 :) 
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Re: [Teaser] Using Pharo to script Unreal

vonbecmann
congratulations! you seem very excited with the results.


On Sat, Nov 12, 2016 at 5:44 PM, 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


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 :) 



--
Bernardo E.C.

Sent from a cheap desktop computer in South America.
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Re: [Teaser] Using Pharo to script Unreal

kilon.alios
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:
congratulations! you seem very excited with the results.


On Sat, Nov 12, 2016 at 5:44 PM, 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


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 :) 



--
Bernardo E.C.

Sent from a cheap desktop computer in South America.
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Re: [Teaser] Using Pharo to script Unreal

Ben Coman
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 :)

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Re: [Teaser] Using Pharo to script Unreal

kilon.alios
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.
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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Re: [Teaser] Using Pharo to script Unreal

stepharo
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 :)
>


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Re: [Teaser] Using Pharo to script Unreal

EstebanLM
+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 :)
>>
>
>