Quote: "Not my fault this time - it's been ready for nearly a week now"
Heh, yeah well I tend not to pay attention. Alot of people seem to be getting rilled when it's even late by a day.
All for like 5-10minutes of reason, tis so weird!
Quote: "TBH I'm a bit dissapointed about Dark SDK for some reason I can't place, it's not that it doesn't look great, but... there's... something"
Two things spring to my mind, Command Structure and Output Size.
It still seems quite, bulky but an 80% drop in size is still good
#include "DarkSDK.h"
using Namespace DarkEngine
int Main ( char[] *args )
{
// set sync on and sync rate to 60 frames per second
SyncOn( );
SyncRate( 60 );
// make a cube
MakeObjectCube( 1, 10 );
// loop until the escape key is pressed
while ( !EscapeKey() )
{
// update screen
Sync();
}
}
would make more sense and not be too hard to do.
this said personally I'd want to make alot of it more object driven, seeing as this is aimed at C++ developers, you'd want things to be more Object-Based so probably.
#include "DarkSDK.h"
using Namespace DarkEngine
int Main ( char[] *args )
{
// set sync on and sync rate to 60 frames per second
SYNC Sync = Null;
Sync->On();
Sync->Rate(60);
// make a cube
OBJECT myObject = MakeObject( CUBE, 10 );
// loop until the escape key is pressed
while ( !Key( ESCAPE ) )
{
// update screen
Sync->Update();
}
return true;
}
but I dunno, guess you wanted to try and keep the Basic syntax stuff.