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Dark GDK / Dark SDK

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Mike Johnson
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Posted: 27th Nov 2004 19:49
It has always been our intention right from the start of development on DB Pro to release this SDK. For many reasons it hasn't been worked on until recently. We would have liked to release it much earlier but it hasn't happened until now.

Mike
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Posted: 27th Nov 2004 20:42
Quote: "One for people who would pay for the SDK but do not have DarkBASIC Professional or have never used the product, in which case this would be sold at a regular price. For those of us who have DBP, a good discount that is acceptable in which the SDK can be used inconjunction with DarkBASIC Professional, not only for plugin development but for standalone applications as well.
"

Might be a good idea...

Walk softly... and carry a big gun...
CattleRustler
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Posted: 27th Nov 2004 22:57
I think I suggested that 2 pages ago


DBP_NETLIB_v1.4.3 DarkTOPIA site coming soon!
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Posted: 27th Nov 2004 23:52


Walk softly... and carry a big gun...
APEXnow
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Posted: 28th Nov 2004 01:13
CattleRustler, must have missed it, either way, counts as a vote lol

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
Mr Anderson
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Posted: 28th Nov 2004 03:16 Edited at: 28th Nov 2004 03:25
Why wouldn't it be compatible with C++ .NET, as long as it is unmanaged code. Anyone who knows how to use regular VS C/C++ will know which is which. Hey but if we are going to get a managed version that would be awesome

IDIC (Infinite Diversity Infinite Combinations)
adr
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Posted: 28th Nov 2004 07:47 Edited at: 28th Nov 2004 07:53
Well, provided the cost of the sdk doesn't go stupid, you can count on my purchase. I think the product has sufficient merit to warrant a price tag, irrespective of who released a free version first. Did the original DBP box claim it came with an sdk? (wouhahaha, what a can of worms). Anyway, my message to the whingers; If people want a free 3D engine with a c interface, pay google a visit.

Perhaps this split is what DBP needs? Separating out DBP into a 3D engine (the interface product) and a basic compiler (DBP as we know it) means that the product is no longer this monolithic, buggy beast? Clutching at straws I suppose ...

A DarkSDK is exactly the excuse I need to get back into using C++. If you get the thing working with the bloodshed system you've got your killer app on your hands. That said (and out of curiosity) if it couldn't work with a freebie toolset, what's the cheapest compliant MS solution?

I have no gripes whatsoever with the DBP 3D engine - it's a very capable and versatile animal. Sure it has some odd bugs, but I wouldn't mind betting that a select few of those could be symptomatic of the compiler. I think we all know the compiler is quickly becoming the bottleneck for this product and this seems to be the cure...


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CattleRustler
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Posted: 28th Nov 2004 08:01
well said


DBP_NETLIB_v1.4.3 DarkTOPIA site coming soon!
APEXnow
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Posted: 28th Nov 2004 08:12
Good point


Home of the Cartography Shop - DarkBASIC Professional map importer
Proteus
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Posted: 28th Nov 2004 09:03 Edited at: 28th Nov 2004 09:05
@adr :
Quote: " people want a free 3D engine with a c interface, pay google a visit."

I don't agree with the "free engine" thingy. I mean I did pay for Db , Darkmatter(The almighty Dll support) and finally Dbp ...And when the interface came along I was finally satisfied with the "final" product ...

Love is like Pi - Natural, Irrational, and very important
Shadow Robert
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Posted: 28th Nov 2004 09:37
Look, whether it was promised on the box or in the forums..
The fact remains that Lee himself said that we would be getting a much better TPC SDK, something which would allow us to develop with the full engine.

I as I'm sure many others, don't really give a damn about this Dark Game SDK which is just the DarkBASIC Engine rewritten in a way that quite frankly is done in a way that DarkBasic should be written and released currently so the compiler can do a standard Link rather than adding the entire sodding libraries..

Yet if you want to develop with DarkBasic Professional like that you'll have to learn one of the C++ languages (notably Visual C++) and pay for DBP again.

The more pressing matter is the fact that if you wish to want to use the function controls from DBP, there is no longer a free option for you to use. As Mike said above TGC don't seem to look like they're going to happily accept people who start creating interfaces of thier own.

I don't think anyone here is asking or expecting a fully-fledged independantly useable Engine for thier TPC projects.. Seriously the work that goes into creating the Interface/Wrapper, is around 2-3days.

Quite simply, if they are going to take away are current means and dictact that we cannot make another without the threat of legal action... then they should compensate us with the OFFICIAL one we were promised over 2 sodding years ago! One of the things DBP & the team did promise, and i'm not sure about the box (as i've lost it) is the fact of being able to FREELY extend the features of the language with a development SDK.

If anyone here seriously believes that the GlobStruct.h actually provides this, without the knowlage and understanding of C++ to extend it then fine. While I know how to create a Wrapper similar to Ian's, I have no idea how the hell to use the Pointers of the DLLs to Import then and prototype the functions.

First we have to wait for FPSC for Update6, which has been in development almost half of DBPs shelf-live, and now plug-in developers have had thier legs effectively cut-off from the knee.

In both instances just for TGC to gain another slice of business profit.. and in both cases to be perfectly honest I'm seeing them continually aiming for nitché markets and not developing in such a way as to capture a larger target audience.

Developing this SDK just for the Visual C++ market, and not the RAD capable Visual C# or Visual Basic .Net markets will hinder sales.

Just like FPSC visually, is not even close to professional titles.. and while it was said that 'reality wise, we can't hope to achieve Doom3' you need to be able to show that you can play with the big boys.

TGC really needs to plan thier feet on the ground and decide what markets they REALLY are going after, and carefully design FOR them. Not simply start a project and half-way through think, 'oh well wouldn't this be good for such'n'such too?'

Quote: "I have no gripes whatsoever with the DBP 3D engine - it's a very capable and versatile animal. Sure it has some odd bugs, but I wouldn't mind betting that a select few of those could be symptomatic of the compiler. I think we all know the compiler is quickly becoming the bottleneck for this product and this seems to be the cure..."


For people who can develop using a different compiler. What about those people who've paid thier £70-odd for DBP and can program Basic?
You ever used Visual Basic .Net or Visual C#? Those languages for different people are much easier and feel quicker to develop something within.

If TGC dropped this silly non-sense of retaining compatibility with Visual C++ 6.0 (which Microsoft have stopped support for!) and looked towards developing forward. A managed code version would not only be SOOOOOOOOOOOOOOOOOOOOOOO much easier to debug, but it is compatible with each of the versions of Visual Studio .Net (2002/2003/2005)

You say, that 'Mike should be compensated for his work' and fine.. that's only fair. I don't see why the hell plug-in developers who are not planning to retail thier copies of software should have to pay for the right to do that!?

look at Walaber, he puts one hell of alot of work and effort into his Netwon Plug-in. Without the interface that effectively means that unless he purchases the Dark Game SDK, 1.3.0 will be the final plug-in he releases, or DarkBASIC Professional 1.05.7 will be the final update he supports.
Walaber does so much work and has for so long that he deserves to be compensated for his work too, but he is willing to produce a free plug-in provided the materials are free for him to do so.

Mike is on a steady income as part of the TGC Full-Time staff. The work he does never goes uncompensated. Mike isn't a TPC, like RobK or WOLF.. He is a FULL-TIME member of TGC being paid for everything he does. To me that is his compensation.

Also, how much does TGC expect to retail the SDK at?
£70, £100, £150? per title?

If the Engine was licensable with terms of a license that ment developers for TPC DLLs could use it free, as you were using a TGC product.. you could then make retail licenses PER TITLE, PER PLATFORM, and no doubt quite a damn sight higher than whatever your planning.

You know why Middleware like Renderware does so well despite it's cost? Because they cater to the developers needs and they provide developers with a free trial. Same goes for Ogre3D.

Those are SUCCESSFUL middleware products. Or we could look at Torque which is still a relatively struggling company who's biggest customer is A6 Game Studio, which DarkBASIC Professional is constantly outselling.

I mean the choice fine is ultimately on TGCs shoulders, problem is though.. are they going to be happy constantly settling for this hobbiest range of developers?
Personally I would aim DarkBASIC Professional at the Hobbiest Range, and provide Dark SDK with a License.. releasing it free. Allowing Professional developers to have it at cost (but still underwriting Renderware), and allowing developers for our own product to have it with no cost.

You DO NOT want to hamper the ability of those who are currently updating your OWN product to make it look better. Sorry but not even Microsoft are that stupid.


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Posted: 28th Nov 2004 17:44 Edited at: 28th Nov 2004 17:49
No mention of the SDK was made on the box - it was only mentioned on the forums.

Quote: "£70, £100, £150? per title?"

No - way out in both directions...

The problem with using managed code is everything would have to be re-written. Support is kept with VS6 as, aside thats from the compilers they use, an awful lot of other people do as well. Poor old Mike had to get VS 2003 to keep the few of us with 2003 happy

The SDK will be ideal for those who want to use DirectX without having to do everything themselves, and who want the power and speed of C. The non-SDK way will be the ideal way for those who dont know how to use DirectX and C, but want to write programs.

Walk softly... and carry a big gun...
adr
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Posted: 28th Nov 2004 17:54 Edited at: 28th Nov 2004 17:56
Raven and others have raised the point that certain members of a hard working community will be hobbled with the CIA-esque kidnapping of IanM's interface (). I would recommend that TGC make the prudent move to, uhh, "donate" a first couple of copies to people who have proven themselves in the past as TPC DLL contributers. Those people have made DBP worthwhile if we're honest, and to kill off their efforts entirely would not be a sound move. That said, what a perfect way to rid themselves of any physics DLL competition

You'd also get some decent output for the point of release of the SDK.

Might I also suggest (in a rather selfish way) that owners of DBP get some kinda discount? You can't deny the almost sheep-like dedication to the product the DBP community has. Or perhaps the commercial license is reconsidered ... some recognition that we're essentially paying for the same product, except with the BASIC interface removed.... After all, you do now have online activation which should make such a process a little more straight forward for you guys...


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Posted: 28th Nov 2004 17:57
Quote: "Might I also suggest (in a rather selfish way) that owners of DBP get some kinda discount?"

It has been mention that it might be a rather spiffing idea...

Quote: " I would recommend that TGC make the prudent move to, uhh, "donate" a first couple of copies to people who have proven themselves in the past as TPC DLL contributers"

Would be nice Saves me having to buy it

Walk softly... and carry a big gun...
Mike Johnson
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Posted: 28th Nov 2004 18:02
Raven - you will be getting a much better TPC SDK. If you would have the patience to wait you will see this happen. As I have mentioned previously the Dark Game SDK is not for creating TPCs. Anyway you can create TPCs for DB Pro right now that extend the language. Maybe it doesn't do everything you want but you can still add in new commands like we said you could. What you're talking about is getting access to all of the engine internals and that was never promised but like I said earlier we are going to add things in like this to the TPC SDK. You seem to be confusing the Dark Game SDK with the TPC SDK - they are completely different things. You use the Dark Game SDK for writing games not for writing plugins. You cannot write a plugin for DB Pro using the Dark Game SDK - it does not work like that.

As for creating the interface in 2 - 3 days - there's a lot of work that has gone into this - all of the documentation has been converted and some new parts written, many new demos have been created, lots of internal code changes have had to be made to support the library format, writing the installer and many more things. It's not really as simple as you make out.

What's the big deal with upgrade 6? The next upgrade is 5.8 and you don't even know what's in that yet.

We're working on supporting 3 major compilers for the Dark Game SDK - Visual C++ 6, Dev C++ and Visual C++ .NET 2003.

We are still supporting Visual C++ 6 because it doesn't make sense to switch compilers when working on a big project. You can run into all kinds of problems by moving to another compiler.

Mike
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Posted: 28th Nov 2004 18:40
I am a newbie to DarkBasic pro. I use Java and C at work but have always wanted to learn a bit more C++. So, the DarkSDK product has the potential to be perfect for me.

I don't mind paying extra money for this - provided the price isn't too high. I see this as a separate product from DBPro just as FPSC is a separate product. If you are quick happy to develop using DBPro's built in compiler and IDE (or one of the alternative IDEs) then there is no need for you to take a look at DarkSDK. But, if like me, you like the idea of the functionality of DBPro coupled with the functionality the C/C++ languages can offer then DarkSDK is a wonderful option.

I think DarkSDK has the potential to open up a new market for DarkBasic Pro, which can only improve the product set as a whole.

@Mike - will the extra functionality provided by the Enhancements expansion pack and the 3d cloth and particles pack be incorporated into the DarkSDK? If not, will they be made available at a later date? Will the enhanced terrain pack also be made availabe for DarkSDK?

My second question is more aimed at Rob K and Wolf - will your Blue GUI v2 pack and Rotation expansion pack be made available for use with DarkSDK?
Mike Johnson
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Posted: 28th Nov 2004 18:47
The standard terrain pack has been included in the SDK.

We have talked about getting the other expansion packs we have created into the SDK. I'm fairly sure it will happen.

Mike
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Posted: 28th Nov 2004 19:03
The point that Raven was making was that if you wanted a plug-in to use DBPro functions, you wouldn't be able to if the SDK cant be used with DLL's - in which case, what would you do ?

Walk softly... and carry a big gun...
Mike Johnson
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Posted: 28th Nov 2004 19:08
You would use the updated TPC SDK when it is released
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Posted: 28th Nov 2004 19:21
How soon after the standard one will that be ?

Walk softly... and carry a big gun...
Shadow Robert
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Posted: 28th Nov 2004 19:53
Quote: "No - way out in both directions..."


i'm almost afraid to ask, but how much IS this going to hurt my poor lil bank account?


Quote: "you will be getting a much better TPC SDK. If you would have the patience to wait you will see this happen. As I have mentioned previously the Dark Game SDK is not for creating TPCs. Anyway you can create TPCs for DB Pro right now that extend the language. Maybe it doesn't do everything you want but you can still add in new commands like we said you could. What you're talking about is getting access to all of the engine internals and that was never promised but like I said earlier we are going to add things in like this to the TPC SDK."


I'd suggest you talk with Lee before replying.. As HE did promise this back when we all asked why we didn't have any of DarkBASICs control. I believe it was when I first tried to make Karma Physics for DBP, which was Oct 2002 and Lee said the TPC SDK would be extended to allow us control over the engine.

Quote: "What's the big deal with upgrade 6? The next upgrade is 5.8 and you don't even know what's in that yet."


Perhaps the big deal is you've been working on Update 6 since last year, I've heard of alot of things which have been added to it...

Such-as Dot3 Bump Mapping, Direct Vertex Access, and alike.
Of course you don't know what 5.8 will contain, because it's a point patch for the current 5.7.. 6.0 on the other hand appears to be being developed seperately and more specifically around the problems and limitations you are finding developing FPSC.

Quote: "Q: The point that Raven was making was that if you wanted a plug-in to use DBPro functions, you wouldn't be able to if the SDK cant be used with DLL's - in which case, what would you do ?"


Quote: "A: You would use the updated TPC SDK when it is released"


We've been waiting for the update for 2years! I know that 'things come to those who wait'.. but with you pulling IanM's interface, we need something. Fine so the Dark Game SDK, is an Engine to be used for other languages; There hasn't been any word on the TPC SDK.

And I'm sure many other just like me, kinda were getting the impression that Dark SDK was finally going to be the OFFICIAL update of what was previous a 'temporary' replacement.

You can't really understand the frustration behind this? I mean we are constantly dealing with 'temporary' replacements while more important projects are going on.

I mean it's like, wow FPSC and something else not for DBP developers with the Dark Game SDK. It is all well and good, but really as a DBP user.. honestly I'm begining to feel completely left out of the loop.

I wish I could get excited about these new products, but personally I'd rather get my hands dirty in DBP developing my own FPS. I can't though, without hitting a brick wall.. and unlike TGC, I can't just whip open the source code and bring out the bulldozer to recontruct that wall into a lovely archway.

It's like, we have been promised Low-Level Vertex Commands since well forever, we even had them for a very brief period, WORKING at that. I made a public release for everyone not just those who knew about them to use them, and their access was pulled form the DLL. As they're bound for Update 6.

You said that update 5.3 was going to have proper MultiTexturing commands. We're on update 5.7 now, and the Blending Commands still don't work for Multi-Texturing and without the Blending Commands working there is no way to properly use the now available extra UV Maps.

As for changing the Game SDK for the .NET Languages... there is no need to mess about with it; if you can compile it in Visual C++ 2003, then all you have to do is create a NameSpace, Create a Class and then Prototype the Functions and such within that class for .NET use... then export as a CLR Library, rather than a WIN32 Library.

You have your instant control Library. Alright so you'd probably have to do that for umpteen libraries, but really prototyping for C++ use and for .NET Controls are not all that different.

public __gc static extern [function];

and your exporting it .NET ready, hell you could add a string table and export that bad boy for DBP using that through the .NET Framework.

you don't need any special coding for it, that's the whole point in the CLR Compiler.


Rob K
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Posted: 28th Nov 2004 20:06 Edited at: 28th Nov 2004 20:07
Quote: "Of course you don't know what 5.8 will contain, because it's a point patch for the current 5.7.. 6.0 on the other hand appears to be being developed seperately and more specifically around the problems and limitations you are finding developing FPSC."


So let me get this straight, you are trying to tell a TGC developer what will be in the next DBPro updates?

Quote: "but with you pulling IanM's interface, we need something."


Correction - *they* need something. *You* have produced virtually nothing tangible with DarkBASIC Pro or the TPC SDK in over two years. Give Mike a break and let the serious users ask the questions.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
Chris K
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Posted: 28th Nov 2004 20:09
What 'brick walls' would you hit developing a FPS?

I think it would be fairly easy, especially with Newton.
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Posted: 28th Nov 2004 20:13
Quote: "i'm almost afraid to ask, but how much IS this going to hurt my poor lil bank account?"

Cant say - if I did, I would have to kill you...

Walk softly... and carry a big gun...
Eric T
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Posted: 28th Nov 2004 20:16
Quote: "I mean it's like, wow FPSC and something else not for DBP developers with the Dark Game SDK. It is all well and good, but really as a DBP user.. honestly I'm begining to feel completely left out of the loop.
"


I agree with you for once... As much as it is said your not "Forgetting DarkBASIC Pro", it sure does feel like it sometimes.

You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
Chris K
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Posted: 28th Nov 2004 20:16
Why is Raven getting so worked up about this?

He's never made anything ever

I think we all remember this incident:
http://forum.thegamecreators.com/?m=forum_view&t=31548&b=2

Still uploading those screenshots Raven?
Mike Johnson
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Posted: 28th Nov 2004 20:19
Upgrade 5.8 will contain a whole host of bug fixes along with commands for low level vertex access and texturing commands.

Mike
Eric T
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Posted: 28th Nov 2004 20:20
Any details on what types of texturing commands?

You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
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Posted: 28th Nov 2004 20:20
Quote: "Still uploading those screenshots Raven"

Now, now - play nicely kiddies...

Walk softly... and carry a big gun...
Shadow Robert
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Posted: 28th Nov 2004 20:22
Quote: "So let me get this straight, you are trying to tell a TGC developer what will be in the next DBPro updates?"


We keep getting told what 6.0 will contain from TGC; yet Mike says they don't know what 5.8 will contain.

Either they're looking into the future of development of 6.0 is being done seperately.

Quote: "Correction - *they* need something. *You* have produced virtually nothing tangible with DarkBASIC Pro or the TPC SDK in over two years. Give Mike a break and let the serious users ask the questions."


To me these are serious questions, and I'm sure I'm not the only one who is wondering just what the hell is going on.
I will back off the questions when I finally get some valid answers, because this isn't the first time I've been told things which have ended up not being so.

Back when I was developing Karma, I'd contact Mike for something, then I'd contact Lee.. and the answers I'd get back would be like they never even talk to each other, let alone either know what is roughly going on.

As for my tangeables, it is pretty typical you'd say something like that now isn't it. So you made BlueGUI 1&2 ... whoopdy-dingly-doo.
People on the forum might think i'm being offensive for that, people from irc will know how impressive that is to be considering what they've had the chance to mess about with.

If I am to end up parting with cash for development means, I want to be damn sure what I'm spending my cash on is going to be worth it.

I mean fgs, I saw at the start of this thread Mike say 'We started a project then realised the marketability of it', then later I saw him say 'We'd planned on making this from the start'

Well which is it... Was it planned or an accident!?
It honestly isn't asking much for creditable answers, and rather than a slew of trying to reply in a constant way that he is... the time could be better spent putting together a document that will answer everyone's quibbles without a forum debate.


Mike Johnson
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Posted: 28th Nov 2004 20:24 Edited at: 28th Nov 2004 20:25
Raven - Of course we know what's in 5.8 - we are working on it after all. I have never said we don't know what's in it. I also never said we started a project and then realised the marketability of it. That's absolute rubbish. The Dark Game SDK has been our intention right from day 1 of development with DB Pro.

Mike
Dave J
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Posted: 28th Nov 2004 20:45
It'd be at this point in time that I'd lock the thread but this one is way too exhilarating to let die down.

Coming up next... watch Lee Bamber take on TCA in "My ego is larger than yours!"


"Computers are useless - They can only give you answers."
Eric T
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Posted: 28th Nov 2004 20:46
Can you really expect any living person to be able to beat TCA in an Ego match? (Unless one we're to use, say, the Jedi mind trick on TCA.)



You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
APEXnow
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Posted: 28th Nov 2004 21:06
Quote: "We're working on supporting 3 major compilers for the Dark Game SDK - Visual C++ 6, Dev C++ and Visual C++ .NET 2003.

"


This satisfies me greatly, knowing that Dev-C++ will be supported.

And with respect to Mike quoting that the 'TPC SDK' will allow support for more access to the engine code, which did beg the question for my CSM importer, would I be able to continue support for my plugin without IanM's interface library, that this will not be a problem. Therefore my niggles have been answered.

I think this answers a majority of peoples questions about TPC and standalone application support via both the DarkSDK and TPC SDK.

If TGC are to provide the two flavour incentive for DBP/non DBP users when purchasing DarkSDK, I'm happy with this as well.

Paul.


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Dave J
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Posted: 28th Nov 2004 21:14
I am more or less concerned with whether or not there will be a sleek logo design for the DarkSDK that I could proudly place at the beginning of my game.


Quote: "Can you really expect any living person to be able to beat TCA in an Ego match? (Unless one we're to use, say, the Jedi mind trick on TCA.)"


You make a valid point, although the Jedi Mind Trick is powerful in its own right, I can't help but wonder if it would even have any effect on TCA's pig-headed, self-esteem.


"Computers are useless - They can only give you answers."
CattleRustler
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Location: case modding at overclock.net
Posted: 28th Nov 2004 21:28 Edited at: 28th Nov 2004 21:28
Quote: "As for changing the Game SDK for the .NET Languages... there is no need to mess about with it; if you can compile it in Visual C++ 2003, then all you have to do is create a NameSpace, Create a Class and then Prototype the Functions and such within that class for .NET use... then export as a CLR Library, rather than a WIN32 Library.

You have your instant control Library. Alright so you'd probably have to do that for umpteen libraries, but really prototyping for C++ use and for .NET Controls are not all that different.

public __gc static extern [function];

and your exporting it .NET ready, hell you could add a string table and export that bad boy for DBP using that through the .NET Framework.

you don't need any special coding for it, that's the whole point in the CLR Compiler.
"


TGC, paying attention?
hope so.


DBP_NETLIB_v1.4.3 DarkTOPIA site coming soon!
OSX Using Happy Dude
21
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Location: At home
Posted: 28th Nov 2004 21:36
Quote: "TGC, paying attention?
"

Well, they (Mike at any rate) as 2003 now - so if you send a nice e-mail he may look at it...

Quote: "I can't help but wonder if it would even have any effect on TCA's pig-headed, self-esteem."

I doubt it - I'm way too good for that sort of thing.

Walk softly... and carry a big gun...
MiR
21
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Location: Spain
Posted: 29th Nov 2004 00:34 Edited at: 29th Nov 2004 00:35
So to sum it up what we know:
People will still be able to use Dark Basic commands in thier dlls using the updated TPC SDK which will be released for free some time in the future.
Dark SDK will support VS6/2003/2005(Probably) and Dev and has nothing to do with DBPro (Apart from the fact it´s the same engine (or whatever you want to call the code sitting in Mike´s and Lee´s pcs)).
Patch 5.8 will contain low level vertex access and texturing commands.

What we don´t know:
Dark SDK´s price and whether there will be a reduction in price for DBPro users. I vote yes!!
When will the TPC SDK come out

Things we will probably never know:
The release date of Patch 6 and the new Duke Nukem game.
When the new help files come out and if they will be as good as the OpenGL help files. (Man are they good. I mean I´ve seen some help files in my time.....)

Is my info correct? Is there something I´ve missed or miss interpreted.


A bargain at 900000€ second hand
Libera tu mente y te liberaras.
MikeS
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Location: United States
Posted: 29th Nov 2004 00:37
Quote: "Patch 5.8 will contain low level vertex access and texturing commands."


I hope this is something you haven't mis-interpreted. Can I get 2 other people to confirm this please. (Mike & Lee being the two I had in mind. )



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
MiR
21
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Location: Spain
Posted: 29th Nov 2004 00:44
So that´s how you spell mis-interpreted. No wonder I got a 4 in English.
Quote: " Upgrade 5.8 will contain a whole host of bug fixes along with commands for low level vertex access and texturing commands.

Mike"

This is what Mike said in his second from last post. So all you need is Lee to post the same thing.
/me twiddles thumbs patiently


A bargain at 900000€ second hand
Libera tu mente y te liberaras.
Shadow Robert
22
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Location: Hertfordshire, England
Posted: 29th Nov 2004 01:32
Quote: "The release date of Patch 6 and the new Duke Nukem game. "


heh, alright that definately got to me ^_^

As for what will be in 5.8, personally i'm taking the wait and see approach as this isn't the first time Mike has said a feature will be in the next patch and it didn't appear.

Needless to say my expectations are just not high enough right now to sink much lower...


Eric T
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Location: My location is where I am at this time.
Posted: 29th Nov 2004 03:16
Quote: "The release date of Patch 6 and the new Duke Nukem game. "


Well, I don't think its gotten as much of a wait as Duke Nukem Forever (hehe, the name states how long it takes to make the game ). Yet it has been a tidbit of a long time. We'll eventually see it... I hope.

You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
APEXnow
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Location: On a park bench
Posted: 29th Nov 2004 03:17
Quote: "we can't hope to achieve Doom3' you need to be able to show that you can play with the big boys."


Why not? Other than the fact that D3 supports it's own shader technology, this runs fine on a GeForce4 MX440, but I can't get the same bumpmapping effect in DBPro purely because of lack of hardware shader support. But given enough merit and imagination to people who are willing to create the media and code, anything is possible with DBP or the DarkSDK. Infact the DarkSDK will probably open up new options for DX that were functionally limited by the DB compiler and language.

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
David T
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22
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Location: England
Posted: 29th Nov 2004 03:53
Quote: "People will still be able to use Dark Basic commands in thier dlls using the updated TPC SDK which will be released for free some time in the future."


That's good - as long as it'll be free.

If it was free, then why did TGC object to IanM's interface? All that did was allow you to use DBPro commands in a TPC

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Shadow Robert
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Location: Hertfordshire, England
Posted: 29th Nov 2004 05:11
Quote: "We'll eventually see it... I hope."


8 FREAKING YEARS!! I swear they're trying to out-do John Romero on release dates


Eric T
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Posted: 29th Nov 2004 05:14
Heh, well according to:

http://pc.ign.com/articles/567/567248p1.html

They are still working on it (that was as of Nov 17th).

You know who I pray to? Joe Pesci. He looks like a guy who can get things done. Joe Pesci doesn't **** around. In fact, Joe Pesci came through on a couple of things that god was having trouble with.
Dave J
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Location: Secret Military Pub, Down Under
Posted: 29th Nov 2004 07:10
The problem with DN Forever is that everytime they have something to show at E3, some other game comes along and blows their demo out of the water so they go back to the drawing board and rewrite the engine again. Unfortunately, it's an endless cycle because when DN Forever finally looks and plays as nice as HL2, Valve will be releasing HL3 at E3 and it'll make DN Forever look crap again.


"Computers are useless - They can only give you answers."
roujesky
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Posted: 29th Nov 2004 08:33
Quote: "Upgrade 5.8 will contain a whole host of bug fixes along with commands for low level vertex access and texturing commands.

Mike
"


Please tell me that the debugger will be fixed in 5.8!
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 29th Nov 2004 13:55
Quote: "Please tell me that the debugger will be fixed in 5.8!"

Same here.

Preben
AGK Studio Developer
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Posted: 29th Nov 2004 17:40
Suggestions for DarkSDK.

A way to turn off waiting for vsync in fullscreen mode:
PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;

3 Callback's, that allow us to make our own render functions , and allow us to extent the engine in any way we want.

1. Callback:
Just after Device->BeginScene().
The callback should include a pointer to the d3d device.

2. Callback:
Just before Device->EndScene().
The callback should include a pointer to the d3d device.

3. Callback:
When you reset the device.
Incase of a LostDevice etc...
The callback should include a pointer to the d3d device.

With a few changes like this, we would be able to do anything with the engine, the limit is only ourself

personally i also hit "the" wall several times using dbp and have switched to c , I really hope that the DarkSDK when released do not have any limit's but will allow us to extent it any way we like. A 3DEngine should just be a time saver and not limit the user in anyway.

PS: Looking forward to purchase a copy and check it out

best regards Preben Eriksen, Vonna.com

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