Quote: "It wouldn't be that hard to take some existing game engine (e.g. Urho3D) and write a script layer for DarkBASIC"
Do we really need this ? I mean , Urho3d , Godot , UE4 , Unity share the same concept (Component based model).Learn one of them and you pretty much learned all of them ! Do we need extra hassle for DBpro bindigs too ? C# and C++ are already 100 times more convenient to write games in than DBPro.
Of course if someone really wants to turn the freedom a of an OOP language into a procedural mess it's his choice ! But i think most of the users left DBPro for this very reason !
I can't think anything can be easier than :
class ObjectRotator : extend BaseScript
{
float angle , speed;
void Start()
{
angle = 0.0f;
speed = 2.0f;
}
void Update(float deltaTime)
{
node.Rotate(Quaternion(Vector3d(0,1,0) , angle));
angle += speed * deltaTime;
}
}
[href=forum.thegamecreators.com/?m=forum_view&t=191567&b=5]Spark Particle engine[/href]
[href=forum.thegamecreators.com/?m=forum_view&t=199163&b=5]Transform gizmo plugin[/href]