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DarkBASIC Professional Discussion / Is it possible to hire somebody for creating plugin for DBPro ?

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Brightside_
11
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Joined: 27th Oct 2013
Location:
Posted: 20th Mar 2014 18:22
Simple question.After DBPro cancelled its updates I wish to have some minor changes which can be made with external plugin imho.Bad thing is that I dont know C++.So I'd like to hire someon who knows it well
Phaelax
DBPro Master
22
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Joined: 16th Apr 2003
Location: Metropia
Posted: 20th Mar 2014 19:07
What kind of changes?

mr Handy
17
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 20th Mar 2014 19:52
Are you planning to sell your plugin then?

All your TGC are belong to us.
Brightside_
11
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Joined: 27th Oct 2013
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Posted: 20th Mar 2014 19:55 Edited at: 20th Mar 2014 19:56
@Phaelax
some 3d rendering improvements.
increse speed with instances and vertex data manipulation.
Rudolpho
19
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Joined: 28th Dec 2005
Location: Sweden
Posted: 20th Mar 2014 20:27
Quote: "I wish to have some minor changes which can be made with external plugin imho"

Quote: "some 3d rendering improvements"

You can't do that in an external plugin unless you write an entirely separate render engine.


"Why do programmers get Halloween and Christmas mixed up?"
Brightside_
11
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Joined: 27th Oct 2013
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Posted: 20th Mar 2014 22:15
@Rudolpho
http://forum.thegamecreators.com/?m=forum_view&t=176912&b=5

I mean only change rendering engine or rather make some new features like matrix1 plugin.
For example this plugin allows users of DBPro to draw the same object multiple times - it uses modified DBProBasic3DDebug.dll ( for version 7.5 )
Also
Rudolpho
19
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Joined: 28th Dec 2005
Location: Sweden
Posted: 20th Mar 2014 23:29
Quote: "it uses modified DBProBasic3DDebug.dll"

Exactly
Thus it is a recompilation of a base library rather than an external one. But yeah, I see your point.
As for the vertex data speed-up, have you tried using get vertexdata ptr? That will give you as much of a speedup as you can get in DBPro since all you'll be doing is writing directly to the buffer without any extra function calling overhead or safety checks (unfortunately you will still get the function call overhead from the memory manipulation functions unless you only push 32-bit data, which may also be implemented internally as a function call, I'm not quite sure).

Also, what kind of speed increase to do with instances do you propose?


"Why do programmers get Halloween and Christmas mixed up?"
Brightside_
11
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Joined: 27th Oct 2013
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Posted: 21st Mar 2014 11:35 Edited at: 21st Mar 2014 11:36
@Rudolpho
get vertexdata ptr? I remember this was new in Dbpro 7.3 It is faster than default vertexdata commands?How can I used this?
Rudolpho
19
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Joined: 28th Dec 2005
Location: Sweden
Posted: 22nd Mar 2014 22:39
It gives you a raw pointer to the memory that the vertexdata occupies.
The format of the vertexdata buffer is similar to that of a memblock mesh, but I think that some parts use smaller datatypes than DWORD's in the buffer as opposed to in the memblock (for example the number of vertices is a word I believe).


"Why do programmers get Halloween and Christmas mixed up?"
Brightside_
11
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Joined: 27th Oct 2013
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Posted: 24th Mar 2014 11:53
Is it will be stable to edit vertex position in memory in realtime? And have I use IanM's Matrix Utils for memory editing?Just load object
- lock vertexdata - find vertex data ptr - write DWORD for vertex position for example (with Matrix Utils) - unlock vertexdata ?
Rudolpho
19
Years of Service
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Joined: 28th Dec 2005
Location: Sweden
Posted: 24th Mar 2014 16:03
Quote: "Is it will be stable to edit vertex position in memory in realtime?"

As long as you don't write out of bounds of the buffer I don't see why not. You can parse the fvf member (which is at address ptr + 4) to figure out if and where certain vertexdata members are (for example a mesh doesn't necessarily have a color member and so on; if you assume it does you will run into issues with this approach that using the built-in vertexdata functions protect you from).


"Why do programmers get Halloween and Christmas mixed up?"

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