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 <vonbecmann@gmail.com> wrote:
congratulations! you seem very excited with the results.


On Sat, Nov 12, 2016 at 5:44 PM, Dimitris Chloupis <kilon.alios@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


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.