Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Rest in peace DBPro 2002 - 2015 :(

Author
Message
KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 10th Aug 2015 19:00
Isn't it interpreted into an interim (object) code first, and then compiled into machine code like every other BASIC out there?

If not then that would explain a lot. The resulting machine code would indeed be quite inefficient. Probably the only reason it is as fast as it is would be that the functions are all in C++ DLLs which would offset that.
Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 10th Aug 2015 19:58
classic was interpreted I believe

Latch
17
Years of Service
User Offline
Joined: 23rd Jul 2006
Location:
Posted: 11th Aug 2015 00:46
classic is interpreted. It's actually one of the reasons I still tinker with it. Type something, Run, there it is.

Enjoy your day.
Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 21st Aug 2015 08:43 Edited at: 21st Aug 2015 08:44
What held DB Pro back for a lot of people was the necessity to write shaders.

You got all these shader demos but always you need an extra light, or you need one combined with another, or the demo only works in some special case that you never wrote and designed your game with in mind.

If you are a master shader writer, you can make a professional looking product with DBP. There are serious drawbacks like:

- The inability to handle errors (by far the most serious problem)
- Needing to reload everything when someone locks a computer screen
- Zero ability to port to other platforms.
- No Multicore Support beyond minimal special cases.
- No AA support.

But you still could squeeze out a professional looking product. It's getting harder with no DX10, DX11, DX12. In a few years this will stop being true.

Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 21st Aug 2015 09:33
Agreed, but one of the biggest issues has always been a general lack of professional grade media.

dated or simplistic 2d works and is accepted as retro or indie, 3d stuff is always held to a higher standard. DBpro programmers generally lack the skill and/or resources to make use of professional looking models which unfortunately turns your average player off rather quickly.

Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 21st Aug 2015 12:11
KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 21st Aug 2015 18:44
Quote: "
DBpro programmers generally lack the skill and/or resources to make use of professional looking models which unfortunately turns your average player off rather quickly.
"


I've seen the same quality graphics in other engines that are higher performance and much more expensive. Hell, I own 2 of them. The difference comes from the lack of those professional looking models and shaders for any game engine. Even high quality models with poor animations can put people off.

As for "retro or indie" there is still a huge market for games that aren't photo realistic. Look at the explosive growth of Minecraft. The crappy graphics of World of Warcraft are still going strong after more than 10 years. I'm sure they don't have the user base they used to, but they're still going and they attract a new batch of players with every update.

Yes, lower end graphics will turn off the purists, but in the end it still comes down to the quality of the models, textures and shaders.
Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 21st Aug 2015 20:35 Edited at: 21st Aug 2015 21:22
to be honest I'm not sure if we are agreeing or disagreeing

Quote: "
but in the end it still comes down to the quality of the models, textures and shaders"


that's my point, no matter how good a programmer you are or how good your engine is, without access to professional grade media (most dbpro users), it is an uphill battle to build player interest.

this applies equally to amatuers and hobbyists using unity, udk etc certainly, but there is a larger user base of professionals using those engines with funding to obtain professional grade media. anyway the point isn't a comparison between what a hobbyist can do in dbpro vs what a hobbyist can do in unity, it's a general statement of hobbyists not having professional grade media, and the majority of dbpro users are hobbyists.

Quote: "As for "retro or indie" there is still a huge market for games that aren't photo realistic."


agreed, i said as much



Quote: "Look at the explosive growth of Minecraft. The crappy graphics of World of Warcraft are still going strong "


these are interesting examples of 3d in which lower quality media is accepted, but it is important to look at the reasons, wow graphics were competitive to other mmos when it launched, graphics standards in general are much lower in mmo than other games due to performance needs. the question is do people still accept the same quality graphics today because they like those graphics or because of everything else wow offers and that they have invested into thier characters, and it is simply what they are used to for wow? would wow level models and textures be accepted in a new game launching in 2015? probably not.

Minecraft on the other hand, both implemented a revolutionary new gameplay which is what primarily hooked people i think regardless of graphics, as well as managing to hook 3d into the retro pixelart craze that swept through the 2d scene, but this is not easy to do. interestingly enough, if they had used slightly better graphics i don't think it would have done as well.

there is always a possibility for the other components of a game to transcend low quality graphics, but it is much harder to get people to give it a deeper look if the game literally looks 20 years old rather than looks inspired by games 20years old.

there is a valley between Minecraft or 2d retro pixel art and modern quality shaders that just feels dated and poor, and unfortunately this is where most hobbyists fall when working with 3d, its easier to climb out to one side or the other when working with 2d

Guido Italy
18
Years of Service
User Offline
Joined: 25th Dec 2005
Location:
Posted: 21st Aug 2015 20:56
Dbpro must resist!

I totally agree with KISTech !
KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 21st Aug 2015 21:07
It's definitely a challenge. I've been lucky enough to be in touch with an artist that does pretty good stuff. He's made things for me over the years that I never could have made myself without spending months (likely years) doing nothing but 3D modeling and texturing.

It is a good point that MMOs require those lower end graphics from a performance standpoint and most people are willing to accept that. The ones that complain about lesser graphics simply don't understand the amount of data and processing involved to deal with just one player.

That's where DBPro really falls short. It just doesn't have the performance (speed) to handle much more than a single player game, or a limited multiplayer game. If better speed were there I believe it could handle a good hobbyist MMO with some creative server structuring.
Guido Italy
18
Years of Service
User Offline
Joined: 25th Dec 2005
Location:
Posted: 21st Aug 2015 21:23
such as graphics engines are you using - now -? ( KistTech)
KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 21st Aug 2015 22:27 Edited at: 21st Aug 2015 22:29
Leadwerks and Torque. I bought both almost 10 years ago. At that time they were about the same graphics quality as DBPro. I haven't touched either one in quite a while so they have both likely improved their graphics.

Right now I'm exclusively using DBPro. The others are to "canned" and complicated. DBPro is more of a blank canvas that I can paint what I want and do it my way.
Guido Italy
18
Years of Service
User Offline
Joined: 25th Dec 2005
Location:
Posted: 21st Aug 2015 22:42
Exactly!

( I also bought 10 years ago Leadwerks )
Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 22nd Aug 2015 06:59 Edited at: 22nd Aug 2015 06:59
Quote: "DBpro programmers generally lack the skill and/or resources to make use of professional looking models which unfortunately turns your average player off rather quickly."


This is an issue, but it's an issue that can be hidden away depending on game format. I have a first person game that looks sort of crappy but looks really cool if I change it to a top down action game.

Quote: "Quote: "- No AA support."

?? That's not true."


Yes it's true. You can inject AA using a video driver (nVidia or AMD not Intel) but you can't create a menu in your game to switch between AA modes. What would be typically considered AA support in a professionally made video game.

Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Green Gandalf
VIP Member
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 23rd Aug 2015 16:38
Quote: "Yes, lower end graphics will turn off the purists, but in the end it still comes down to the quality of the models, textures and shaders."


Actually, I think game play is the crucial thing. If it's fun to play, people will forgive the graphics - if my grandson's obsession with Minecraft is anything to go by.



Powered by Free Banners
KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 23rd Aug 2015 21:26
Yup. My son had me set up a Minecraft server. Next thing I knew he was playing on it with 6 friends.

Now we play 7 Days to Die. It's got the aspect of mining, crafting tools, building bases, etc, just like Minecraft, but with the added bonus of defending yourself from hordes of zombies.

The graphics are also much better. I do prefer it over Minecraft, and my son has moved on to Destiny and Elder Scrolls Online. I do think something like 7 Days to Die is very possible to do in DBPro, with comparable graphics quality.
Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 24th Aug 2015 01:17
to be clear, i wasn't saying that dbpro lacks in graphics capabilities, only that it's users often tend to lack in quality media assets to use those capabilities

Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 24th Aug 2015 02:09
Quote: "albeit somewhat inefficient machine code."


This is a big issue with DBPro, its assembly output is supposedly very inefficient. Technically, DBPro has the potential to run at speeds comparable to C++. However, if you do a benchmark of DBPro vs DarkGDK (DBPro library for C++) you will see that DarkGDK is much faster. I just had a quick look at the DBPro Google Code source and unfortunately I don't see the code for the compiler (https://code.google.com/p/darkbasicpro/source/browse/).


Another issue with DBPro is that it doesn't have a linker. This is the reason for long compile times. In lower level languages such as C or C++, only the .c/.cpp files that have been altered since the last compile are recompiled. These files are compiled down to ".obj" (object files not the model format) which are then all tied together by the linker. So normally, if your program has 10 source files and you make a small tweak to one of them, only the one you changed has to be recompiled to an ".obj" which allows for much faster compilation of the entire project.



Sean

Crazy Programmer
AGK Developer
19
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 24th Aug 2015 05:08
Long Live DBP!

http://crazyprogrammerproductions.webs.com/
Burning Feet Man
16
Years of Service
User Offline
Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 24th Aug 2015 06:26
"Google Code will be turning read-only on August 25th"...

Might be worth getting the DBPro source uploaded to Github?

Help build an online DarkBASIC Professional help archive.
DarkBasic Help Wikia
Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 24th Aug 2015 08:45
Quote: "Quote: "Yes it's true."

No, no it's not."



Multisampling Factor

Integer
Set Multisampling Factor to map direct to the D3DMULTISAMPLE_TYPE format in DirectX, ideal for setting multisampling screens for anitaliasing



So you are saying "ideal for setting multisampling screens for anitaliasing" equals "provides actual anti-aliasing"?

If it does I'll give you some credit.

The question is then asked what number is it set to for 2x, 4x, 8x, 16x anti-aliasing?

What number activates FXAA or MSAA or any other modes?

If it's just 2002 Anti-aliasing Technology that's still woefully out of date. The point of my comment in the first place.

MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 24th Aug 2015 08:49
WOW, talk about semantics....

Mage I advise to drop that argument as it is currently headed for a flame war...

Just Saying...

Crazy Programmer
AGK Developer
19
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 24th Aug 2015 17:33
Quote: "Mage I advise to drop that argument as it is currently headed for a flame war..."

This whole thread is an argument...

Why cant we all just be friends

http://crazyprogrammerproductions.webs.com/
Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 24th Aug 2015 20:11 Edited at: 24th Aug 2015 20:13
Quote: "WOW, talk about semantics....

Mage I advise to drop that argument as it is currently headed for a flame war...
"


I'm having a legitimate discussion about anti-aliasing.
At no point did I write anything incendiary, and at no point did he write anything like that to me.

I am legitimately interested in learning what Multisampling Factor actually does.

What you're doing with a comment like this is making people think there is something going that there is not. "Fanning flames" so to speak.

Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 24th Aug 2015 21:54
it does work, I've posted screen shot examples of it before.

4 or 8 are good settings, 2 didn't have much effect, nothing higher than 8 has any improvement over 8. it doesn't have an option for fxaa, however, there is an fxaa solution on the code snippets board.

it doesn't work with AL, but al provides it's own fxaa

MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 24th Aug 2015 22:17
My point was it is there, but you were suggesting something much more, nvm at least you cleared it out ^^

I do believe DBPro will be looked at, at some time after AppGameKit gets to a certain pint where all the Kickstarter features are embedded... and then GameGuru is in a 'adding features only' state...

Could be another 2 years from now however...

Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 25th Aug 2015 00:20
KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 25th Aug 2015 01:06
I'm not sure there will be enough of a user base left for DBPro to receive some love from Lee. It's already been in the same stagnant state for 3 years.

At this point TGC has "moved on". AppGameKit has great potential for the mobile market, so that's where the focus is. From a business perspective there's no profit in updating DBPro unless it's going to be a total rewrite to make DBPro Elite, which would hopefully be interpreted and have a compiler and linker as previously mentioned. I think TGC certainly has the ability to do that, or at least it wouldn't be hard for them to bring in a talented team that could.
Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 25th Aug 2015 01:24
Quote: "which would hopefully be interpreted "


Actually, non-interpreted languages (native languages) tend to be better/faster. Interpreted languages have the ability to do some cool things like non-strict typing, though this comes at the cost of being slower. An interpreted language means there is a "middle man" (the interpreter) which acts as a translator (during runtime) between the low levels of the computer and the high level code (for example Java code or AppGameKit code). Languages like C++ and even DBPro are compiled out to assembly which is then compiled down to machine code, which essentially cuts out the "middle man." This is why I said DBPro has the potential to run at speeds comparable to C++. Languages like C, C++, and even DBPro are essentially layers of abstraction for assembly code. However, C++ compilers output much better assembly than DBPro's.

An analogy would be writing a program in DBPro that takes English from a text file and outputs a translation of it into Latin. This would essentially be the compiler. The thing about the DBPro compiler is that its "Latin" output is less efficient (you could say that it outputs sentences that are much more wordy than they need to be) than C++'s.


Unfortunately the Google Code repository doesn't include DBPro's compiler source code. If it did, it would be interesting to see if anything could be improved with it.



Sean

KISTech
16
Years of Service
User Offline
Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 25th Aug 2015 01:43
Whichever churns out better performance is fine with me.

I would love to see the source for the compiler though. I think if DBPro is truly not going to be supported/upgraded anymore then they should release all of it to open source and let the community run with it. It's an environment that is clearly loved by many, and there are people around here talented enough to take it to new heights so to speak.

Either way, I'm having fun with it.
wattywatts
14
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 25th Aug 2015 04:11
Quote: "I would love to see the source for the compiler though. I think if DBPro is truly not going to be supported/upgraded anymore then they should release all of it to open source and let the community run with it."

I wonder if anyone's asked, and if so what their reasons for not releasing the source are?
Burning Feet Man
16
Years of Service
User Offline
Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 25th Aug 2015 09:16
Quote: "I wonder if anyone's asked, and if so what their reasons for not releasing the source are? "


This. If TGC are retiring DBPro, then they could hand over the source for closure, and then we'll see if the community can hold it together.

Help build an online DarkBASIC Professional help archive.
DarkBasic Help Wikia
Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 25th Aug 2015 14:43
Quote: "So you are saying "ideal for setting multisampling screens for anitaliasing" equals "provides actual anti-aliasing"?"


Come on, you must know the wording of the DBPro docs is frequently terrible But regardless of how bad the wording is, I know for a fact that the parameter does indeed enable antialiasing. You only have to make a cube and then change that parameter and recompile to immediately see the difference, even without creating comparison images.

Quote: "The question is then asked what number is it set to for 2x, 4x, 8x, 16x anti-aliasing?

What number activates FXAA or MSAA or any other modes?"


I couldn't say for sure. That's not a problem with the antialiasing support, that's a problem with the documentation. I've always assumed the number meant the "times" value of the antialiasing. So 2 was 2x, 4 was 4x, etc.

Quote: "If it's just 2002 Anti-aliasing Technology that's still woefully out of date. The point of my comment in the first place."


Well we know it's MSAA, and that's still supported in modern games so it's clearly not too out-of-date. Also, from personal experience I can tell you it does a good job of actually antialiasing the screen.

I don't know what the point of your comment was. All I was doing was pointing out an incorrect claim (i.e. that DBPro doesn't support AA).

Quote: "This. If TGC are retiring DBPro, then they could hand over the source for closure, and then we'll see if the community can hold it together."


I think this would be a great idea

Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 25th Aug 2015 22:55 Edited at: 25th Aug 2015 22:56
Quote: "it does work, I've posted screen shot examples of it before.

4 or 8 are good settings, 2 didn't have much effect, nothing higher than 8 has any improvement over 8. it doesn't have an option for fxaa, however, there is an fxaa solution on the code snippets board. "


That's awesome. So there is some AA support.

I think this comes down to a situation where I have had conversations where something is explained and then a later update or a previously undocumented command became public.

Here's a discussion from 2005 - NO AA SUPPORT
http://forum.thegamecreators.com/?m=forum_view&t=57446&b=1

Here's a discussion from 2010 - AA SUPPORTED
http://forum.thegamecreators.com/?m=forum_view&t=167853&b=1

Also they're reporting GET IMAGE isn't compatible with AA in that last one...

Quote: "Come on, you must know the wording of the DBPro docs is frequently terrible But regardless of how bad the wording is, I know for a fact that the parameter does indeed enable antialiasing. You only have to make a cube and then change that parameter and recompile to immediately see the difference, even without creating comparison images."


Yeah I quoted the documentation. They documented what the variable was but not how it worked or how to use it.

Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 25th Aug 2015 22:58 Edited at: 25th Aug 2015 22:59
I think I might research and rewrite the help docs.

Chris Tate
DBPro Master
15
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 26th Aug 2015 12:37
I still do not own a AAA title, not since Half Life 2. LOL.

I just do not like them; so cannot bring myself to talk about 'graphic limitations'; even as a graphically orientated developer, I never in my life purchased a game because of the way it looks. But those people do exist, which is why Call of Duty makes money.

Green Gandalf
VIP Member
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 26th Aug 2015 14:39
Quote: "I never in my life purchased a game because of the way it looks."


+1



Powered by Free Banners
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 26th Aug 2015 14:43
Well, I did buy Mirrors Edge for it's Visuals

Quote: "I never in my life purchased a game because of the way it looks."


-1

Green Gandalf
VIP Member
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 26th Aug 2015 16:20
Some people are just born awkward.



Powered by Free Banners
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 26th Aug 2015 16:28
LOL Touché

Crazy Programmer
AGK Developer
19
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 26th Aug 2015 17:12
Quote: "which is why Call of Duty makes money."

I actually just bought my first console 2-3 weeks ago. First game i bought was Call of Duty Advanced Warfare. I know the game is suppose to be geared towards online players but i havnt played online. I started the campaign and was sucked in instantly. The story was well structured i thought. I felt apart of the game. Even tho you can beat the campaign in about 5 hours...It was a nice 5 hours for $49.99

That being said i don't even look at my Playstation any more. I havnt found a game worth my time. Games are not what they use to be.

http://crazyprogrammerproductions.webs.com/
wattywatts
14
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 26th Aug 2015 18:07
Quote: "That being said i don't even look at my Playstation any more. I havnt found a game worth my time. Games are not what they use to be."

ps 3 or 4? Journey and Shadow of the Colossus are sooo good
Crazy Programmer
AGK Developer
19
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 26th Aug 2015 18:27 Edited at: 26th Aug 2015 18:28
Quote: "ps 3 or 4? Journey and Shadow of the Colossus are sooo good"

Its a PS3...I didn't see the need to get the 4...Im not a huge console gamer...The games I like most are Sonic, Packman, DonkeyKong and Mario type games.

Now if we could only get them all on one platform....

http://crazyprogrammerproductions.webs.com/
EdzUp
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 27th Aug 2015 23:46
Well I'm still here, yes I don't post much but pop in from time to time.

On the whole DBPro debate the one thing that will kill it is its lack of cross platform support that all the other have if DBPro had that then it would be in a much stronger position than it is now.

-EdzUp
Green Gandalf
VIP Member
19
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 28th Aug 2015 14:52
But that would then be AppGameKit wouldn't it?



Powered by Free Banners
EdzUp
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 28th Aug 2015 14:57
The debate for cross platform was bandied around years before AppGameKit even existed when things like OSX and Linux were starting to get gaming grass roots. At the time with things like Unity 3 and BlitzMax having cross platform it was requested from DBPro as a idea.

AGK is a nice product but to those that have moved on it was too little to late.

-EdzUp
Adrian
20
Years of Service
User Offline
Joined: 11th Nov 2003
Location: My Living Room
Posted: 14th Sep 2015 15:35
As far as I'm aware, AppGameKit never even came close to DBP in terms of commands for 3D. It was like a cut down version which pleased no-one.

DBPro Elite would have been nice but it's never going to happen. We are stuck with a system that, while still good, will just get older and older with little or no support. It's a shame, but it was great while it lasted. I hope Lee makes loads of cash from GameGuru, but I won't be buying it I'm afraid.
Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 15th Sep 2015 10:51
Quote: "As far as I'm aware, AppGameKit never even came close to DBP in terms of commands for 3D. It was like a cut down version which pleased no-one."


The original 3D commands a) were totally unfinished and b) are no longer relevant. AGK2 has drastically improved 3D commands and is constantly being improved. You need to get up to date!

Jeff Miller
19
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 15th Sep 2015 14:28
Check out the new sticky thread Lee just started. Provides at least some hope.

Login to post a reply

Server time is: 2024-05-03 01:01:00
Your offset time is: 2024-05-03 01:01:00