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DarkBASIC Professional Discussion / DBPro SDK Question

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OrcishBlue
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Joined: 9th Feb 2003
Location: Canada
Posted: 20th Feb 2003 18:09
Quick Question,

Does DBPro come with a SDK and Docs to create extensions or plugins/dlls for it ?
I mostly program in C++/Delphi.

Thanks,

OrcishBlue.
MrTAToad
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Posted: 20th Feb 2003 18:10
3.1 comes with the SDK

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Rob K
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Posted: 20th Feb 2003 21:09
If you can call it that, there isn't much in the way of documentation for TPCs I am afraid :\

NOBODY has a forum name as stupid as Darth Shader. I do.
MrTAToad
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Posted: 20th Feb 2003 21:51
Its enough, I think - a few parameters are missing, but nothing really important.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Location: Hertfordshire, England
Posted: 20th Feb 2003 22:55
its enough for now, remember it was written with the new engine of patch4 comming soon thereafter - would've been stupid to go into total engine details when in 2-3months time the entire engine will be turned topsy-turvy

however there is still more than enough for anything most people here are capable of achieving, there is even a source with the pointers to the main DarkBasic Data sets so you can manipulate direct (so long as your already know your way around DirectX well enough)

(^_^) definatly a versitile tool

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 20th Feb 2003 23:03
true - Already some very useful TPCs have been written:

Zip Archive Tools
BSP Entities Commands
All of Toady's plugins (everything from the DBP app window handle to maths functions)

...but I haven't seen any that actually worked with the 3D engine and I am not sure if this is possible at all. Raven did try to add anti-aliasing but it didn't work :\ .

Hopefully Lee will make it possible for 3D features to be added, although the DLLs can't go as far as interacting with the renderer.

NOBODY has a forum name as stupid as Darth Shader. I do.
IanM
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Posted: 20th Feb 2003 23:22
I got a tiling system working as a Basic (!) test. The beta is on my site if you want to try it out.

It allows you to create a grid of images and draw them to the current bitmap.

I could have gone further, but as Raven said, the engine is changing and it would have been wasted time.
OrcishBlue
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Posted: 20th Feb 2003 23:25
Sounds great,

i can't wait to dig into this, i pressed the big purchase button today. I'm all giddy

OB.
Shadow Robert
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Posted: 21st Feb 2003 00:33
i've got the AA working... and Vertex Shaders to a degree cause KG wanted them for his product - but when i talked to mike about the engine changes felt its best to hold off cause it'll be a hellofa lot easier (^_^)

i've got a good few DirectX Engine enhancements planned for once we do get this final format for the engine, because i already have working Time and Light Shader ... so GeForce/Quadro FX users will have some new toys, got some working Software Shaders using a special Rasteriser - not quite as quick as Microsofts unfortunatly (and i did cheat by using OpenGL - i know BAD RAVEN) but still they do the trick for nonShader based cards.
Also some more Primatives on the way, might not seem like alot but even the simplist of things can be cool.

so i think between the major DLLs writers of the community plus my lil side projects, pro is getting some sweet extentions all the time

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
rapscaLLion
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Posted: 21st Feb 2003 00:50
lol, NEVER expect anything useful when it comes to documentation from DB, that's their weak point

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
MrTAToad
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Posted: 21st Feb 2003 00:53
The SDK documentation isn't too bad really...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 21st Feb 2003 01:07
the documentation outlines the actual required information as well as 2 working DLL examples in VC++

plus a very basic step-by-step for complete beginners
there might not be alot but it is thourough enough (^_^)
however i do hope that better documentation is done, problem is the documents have to be done by the guys that understand it - and Lee never has been best suited for writing documents about his work ... even his commented code is a bit more like giving you the ghist than what things do probably why people find things so hard

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
MrTAToad
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Posted: 21st Feb 2003 01:48
Thats always the problem - trying to describe what you've written so that the average Joe can understand it.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
IanM
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Posted: 21st Feb 2003 20:21
The nearest I got to writing a how-to for this stuff was putting together a commented DLL framework. It doesn't do anything hi-tech, but I think it's better than the code that Lee provided. Combine it with info from his document and you get the basic picture.

I'm crap at writing the documentation for teaching purposes - I never know what level to aim it at.
Shadow Robert
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Posted: 21st Feb 2003 20:51
yeah ... i tend to over comment on the basic things and then not comment at all on the complex things - i've never figured out why i do it either, very confusing

think the problem is if your worring about howto explain it to someone else your code suffers ... like my thread where i was walking through that TicTacToe game, i completely messed up some simple areas - suchas the windows creation, labeling and win routine ... mostly because my concentration was on explaining how the thing worked more than actually making it work.

So the Theory is all there, its the practical thats all convoluted
i really should post up a workin version of that when i have the time hehee

next time i make something i expect to tutorial or anything i'll finish it first then run through it - comment the areas and then split it up into the tutorial stuff... but then i can have the time to do that on my hands, the DBS team don't

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 21st Feb 2003 23:35
"using OpenGL - i know BAD RAVEN"

Not really, having seen C++ code for DirectX and OpenGL and having seen relative performance I can understand why OpenGL is a popular choice (if you use QT as well then OpenGL is really easy to do).

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
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Posted: 22nd Feb 2003 02:36
i only used it cause it was a shortcut ... i didn't have must time.

OpenGL natively out performs DirectX in alot of tasks, and it does it at a constant (DirectX has a tendancy to jitter render)
but still DarkBasic and OpenGL - hehee

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 22nd Feb 2003 15:51
On that subject... why do so many developers use DirectX instead of OpenGL? Given that OpenGL is so much easier to program DX's popularity surprises me.

NOBODY has a forum name as stupid as Darth Shader. I do.
IanM
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Posted: 22nd Feb 2003 18:42
OpenGL doesn't change as fast as DirectX does so it takes longer for new effects to be integrated, and when they are, they are usually Card Manufacturer specific.
Shadow Robert
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Posted: 23rd Feb 2003 02:56
probably the biggest reason is compatibility...
DirectX is Graphics, Sound, Input, Network, Media
OpenGL is Graphics

... so you have to have several APi's for each of these area's you've got to double check to make sure they perform fine, whereas with DirectX its all intergrated into each other

plus DirectX is far greater supported within Windows, mainly because its a generic driver set - whereas OpenGL as Ian's noted changes from card to card ... what works on one isn't likely to work on another.

Isn't to say that DirectX doesn't have Card specific things, but it does have a generic driver which is for the entire OS and cards not just each card

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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