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. >