Quote: "So literally all i need to do is code the game , no workarounds , no bugs , no slowdowns. Everything goes nice so far , developing in c++ is like a dream come true."
Lol, sounds like you are living in a dream world Neo! No bugs, no workarounds and no slowdowns. I will await eagerly with the expectation of the highest and most unforgiving nature towards playing your bugless game!
But seriously, I'll have to admit that what ever you are using sounds like something far superior; and of course you cannot go wrong with C++. I do not only use DBP for my stuff either; I have a DX11 engine and have gotten deep into dotNET development Windows Presentation Foundation; so I cannot complain.
Quote: "The game engine i use has built in 2 scripting languages"
Very important.
Quote: "
True , but the other 40k comes from workarounds and additional stuff that is completely unnecessary"
Yes indeed, but it is important in the case of DBP to put that extra 40k
outside of the source code; since there are tools which allow you to call DBP functions from your scripts. While it is fine to work around the tool; it is far better to work with it by designing the kind implementation which gets you what you want without much compiler code whatsoever.
I will say with upmost confidence that you could make an FPS game with DBP with 5,000 lines of code in it; with the rest of the code in script and windows event messaging piplines; you would not need but 100 lines to load all the shader pipelines you will EVER need to put into place using its limb and shader texture packing facility and binding your sounds and event triggers to limbs.
Obviously this means no to Advance Lighting, and yes to get your butt into Dark Shader and develop your own rendering pipeline. I say that with experience of having something promising with about 15k lines; I just chose to keep a little more in DBP but could reduce it down. Will showcase it later in the year.
Obviously it is all well and good to simply choose a tool with no need to work around such issues; since the developers of such tools have already done the job so you can concentrate on
pure game creation.
Quote: "
in some cases you have to write hundreds of lines of code for something that should be implemented in DBPro"
I seem to find this true of most development tools I have used, except your one apparently. There are 1,000s of lines of dotNET code I have written which should already implemented in Microsoft Windows!
Quote: "Shader support is the biggest issue in DBPro ! To have some basic normal mapping you need hundreds of lines of code to make it working (see Evolved shaders... just seeing all that code make my head hurt...)."
That's the thing, what Evolved has done is nice for people who do not want to learn how to write shaders ; when they see all that code they think that 1,000s of lines of code is what it takes to make a game that looks good. (not saying that's you since you are a plugin developer). All you need is some good texture working and some basic knowledge of shader programming and you can make a good looking game without the overkill. Just by using a consistent colour palette and properly sized textures and good UV mapping, you will not even need normal mapping to make the game look good.
I just made a cloud rendering shader the other day with but 5 or so lines of DBP code to load the shader; then just paste it on some 3D planes; looks more realistic than that of the Dark Clouds plugin. (Will showcase it when I get round to it)
I think more people should spend more time in his shader snippets section and actually learn how to do their own thing. Then you will find that you can get normal mapping with 1 line of DBP code; the way Evolved has built the system uses alot of solid code to calculate UV coordinates, sort the cameras and provide lots of options for the non-shader programmer to changing things which is all good; but you have to really think about scripting if you are going to dedicate 25-50% of your entire game's source code to a shader pipeline.
If people must use Advanced Lighting, use it to do
absolutely everything. If all you want is a bit of reflectivity and bumps here and there; but are more interested in gameplay, you are much better off with one of Evolved's small shader programs or doing your own thing.
@Cesano
Quote: "will be better to do simple games selling for a lower price (2-3 € maybe), instead of making huge projects which due to the fact that I need to do a lot of stuff , probably things will be less detailed, because I need to rush the developing.
My next project will be small, easy and more direct to play, but that small will be more detailed."
I'd say stick with it; port it to another system if you have to; but starting over is not aways the best idea. All the assets should not go to waste. Extend it, port it, improve it; heck rename it; but do not throw your time away like that. A year from now you could build a sequal or different title using the same assets which could become your money maker. If you like using DBP, then I'd take some time off, chill out; go play some video games, go on vacation; come back, read through all the code then start planning to cut the code down to 20,000 lines; put the missions or objectives into a database, start writing some script based alternatives; start porting to AppGameKit or something to try to get it on cell phones etc.
Just my opinion.