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 <
vonbecm...@gmail.com> wrote:

> congratulations! you seem very excited with the results.
>
>
> On Sat, Nov 12, 2016 at 5:44 PM, Dimitris Chloupis <kilon.al...@gmail.com>
> 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 :)
>
>
>
>
> --
> Bernardo E.C.
>
> Sent from a cheap desktop computer in South America.
>

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