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Geek Culture / TGC Newsletter - Issue 47 (December)

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Cash Curtis II
19
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Location: Corpus Christi Texas
Posted: 7th Dec 2006 18:18
Quote: "If you say "well if you want such'n'such then use LUA" but if I was using LUA then I'm not longer programming in DarkBASIC Professional and just utilising the Engine."


Who cares? It gets the job done, and still allows us to take advantage of the engine and the language. All this does is an extension of the functionality. Blizzard uses LUA. Are they defeating the point of their language?

The answer is NO. The only point is to complete a game. Use whatever methods necessary to do so. Nobody will care what plugin you use, if you use only one tool. If your priority is not to complete a game, but rather to stand on some kind of moral coding platform, you have your priorities seriously wrong.


Come see the WIP!
BatVink
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Posted: 7th Dec 2006 21:17
Plugins won't fix a bad engine. If deleting 10 objects takes over a second, you can't fix it with a new command. If the engine can't load an X file with 2 textures, you'll never load an X file with 2 textures. Hence the need for a sound engine.



Raven
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Posted: 8th Dec 2006 08:11
Quote: "Plugins won't fix a bad engine. If deleting 10 objects takes over a second, you can't fix it with a new command. If the engine can't load an X file with 2 textures, you'll never load an X file with 2 textures. Hence the need for a sound engine."


What the hell!?
Perhaps if you look at it from the point-of-veiw of someone who doesn't know a language for outputting a DLL or the knowledge to create your own engine... but the limitations can either be worked around by yourself or others.

Good example is that a number of people have replaced the 3D Engine with OpenGL before, however there is no way for them with a plug-in to replace the fact that you have to create a D3D9.dll that nulls all of the calls that DBP makes itself... this is a limitation of the output of the language.
I could happily create an engine for DBP, what I can't do through a plug-in is change the language itself.

Quote: "Who cares? It gets the job done, and still allows us to take advantage of the engine and the language. All this does is an extension of the functionality. Blizzard uses LUA. Are they defeating the point of their language?

The answer is NO. The only point is to complete a game. Use whatever methods necessary to do so. Nobody will care what plugin you use, if you use only one tool. If your priority is not to complete a game, but rather to stand on some kind of moral coding platform, you have your priorities seriously wrong."


By your reasoning, what Lee says is spot on... if I have a problem with the limitations of DBP, sod using that language just use another one that supports what I want.

Blizzard don't use LUA because of limitations with their own language but a way to provide a modifiable engine using a scripting system. Compared to C++ the performance is horrible, I think it's quite a sad fact that programming LUA script for DBP actually ends up with code running FASTER.

If I wanted to code in LUA or C++, I'd use DarkGDK. Wish to hell people would wash out their damn ears rather than constantly making excuses for issues that honestly shouldn't be there.

I wouldn't be upset about a non-functional pointer system, if ya know DBP didn't even have one. What irritates me about it, is that it is there; and something that was something that appealed to me as a programmer before DBP was even released. 4years on and the developers answer to this "feature" of the language is to just use another language.

Tell ya what, I'll make a language where For..Next can only step by 1 each time. It'd support For..Next so I mean users wouldn't be allowed to complain right; after all you can make your own with labels and the inc/dec commands, so why bother ever fixing an issue like that?

Intel Core 2 Duo E6400, 512MB DDR2 667MHz, ATi Radeon X1900 XT 256MB PCI-E, Windows Vista Business / XP Professional SP2
BatVink
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Posted: 8th Dec 2006 10:46
Quote: "I could happily create an engine for DBP..."


That's quite possibly the worse thing you could have said . You've been down that route before and been the subject of some of the greatest flame wars on this forum, and got your reputation for being all talk with nothing to show.

Quote: "however there is no way for them with a plug-in to replace the fact that you have to create a D3D9.dll that nulls all of the calls that DBP makes itself."


You said it. Hence the need for a good engine!



Raven
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Location: Hertfordshire, England
Posted: 8th Dec 2006 11:29
Quote: "That's quite possibly the worse thing you could have said . You've been down that route before and been the subject of some of the greatest flame wars on this forum, and got your reputation for being all talk with nothing to show."


Why? Couldn't care less what this community thinks of me, what I do care about is how ridiculously blind people are to things.
Think it's stupid to say the least, that TGC can keep adding new fancy aspects to the engine and everyone goes "yay" ... yet the core issues people face on a daily basis for their development means go unanswered. You want to know why? Because TGC know full well that they can keep releasing these new trinkets that get people to buy more copies of their software and for a while this makes them forget about the previous issues they had.

See so many bug fixes being done... but ya know what, we still have the bug for object zdepth & alpha; we still have the bug where you use print without a specific way of using the other commands (especially in 3D) and the screen still has an issue and drops speed quicker than a stock broker during a market crash.

These are engine related and been asked to be fixed for almost 4years now; and while they keep having a "go" at it, it's still not done.. honestly I'd trade all the physics and shader support DBP has just to have my damn billboard sprites not have to show up through the whole damn level just to correct zdepth and zbias errors in the engine. Forcing me to also create a distance and view check to make sure walls and such aren't in the way or that the object is on-screen.

Quote: "You said it. Hence the need for a good engine!"


Once again, my point has been completely missed.

Intel Core 2 Duo E6400, 512MB DDR2 667MHz, ATi Radeon X1900 XT 256MB PCI-E, Windows Vista Business / XP Professional SP2
BatVink
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Posted: 8th Dec 2006 11:53 Edited at: 8th Dec 2006 11:53
Quote: "we still have the bug for object zdepth & alpha"
Engine issue
Quote: "the screen still has an issue and drops speed "
Engine Issue
Quote: "These are engine related "


..and so back to your previous posts...

Quote: "instead the language is constantly ignored in favour of the engine."

Quote: "This isn't a case of wanting a "prettier" language, but one that is better equipped for programming in general"



You need to make your mind up and stick to it. Engine or Language? No wonder your point is completely missed. You've said it yourself...
Quote: "I'm begining to have serious doubts to people knowing the difference between an engine and a programming language"




RickV
TGC Development Director
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Posted: 8th Dec 2006 12:50
I think both are important. We will aim to learn from our mistakes and make better solutions. That's how evolution works.

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
BatVink
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Posted: 8th Dec 2006 13:12
Quote: "We will aim to learn from our mistakes "


I agree, but unfortunately some people have a different view of what a mistake actually is! For example, not including functionality to exclude DirectX in favour of OpenGL isn't a mistake, it's by design. It would be like telling Ford that you should be able to put diesel in an unleaded car.



Raven
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Posted: 8th Dec 2006 13:52
Quote: "You need to make your mind up and stick to it. Engine or Language? No wonder your point is completely missed. You've said it yourself..."


Yeah unlike my point above, those examples were to show how the core functionality of the ENGINE have been constantly sacrificed in order for people to get something cool; like shaders.
Somehow I don't think that was a difficult point to understand given what was written.

Quote: "I agree, but unfortunately some people have a different view of what a mistake actually is! For example, not including functionality to exclude DirectX in favour of OpenGL isn't a mistake, it's by design. It would be like telling Ford that you should be able to put diesel in an unleaded car."


If you're going to go with the car analogy, then I'll expand this into "modders" terms.

Many people who just drive cars, might like cars like Citroen; because the car is fairly well equipped from the get go... (i.e. Interpreted Language with Built-In Engine) however the car itself isn't exactly an amazing performer. Although generally it can prove fairly reliable, if anything goes wrong because each part is specialised it becomes extremely difficult to fix yourself and you have to take it in to the shop for someone else to do - often costing you a bomb.

On the other hand people who like to tinker prefer to get cars like to go for Ford, Rover or Honda. Each one is also packaged with engines providing different aspects; unfortunately none are *as-stable* out of the box, but are capable of much better performance from the get go.

Now with the Citroen you're stuck with what you have... that good 'ol desiel engine might've been a great choice for the manufacturer cause it saves you money; but it might never provide you with the performance or functionality to drive your car in the way which you'd like to.

With the other manufacturers you have the ability to swap the engines with a little bit of work, even from other manufacturers. Extend their potenical with all sorts of cool toys like nitro or superchargers. Change minor things like tires, bodywork just to improve performance and handling.

Now DarkBASIC Professional seems to want to race against these fully modifiable makers; but the realism is, that the engine is firmly welded to the chassis and is prone to breaking down. Sure over the years they've been able to improve the little things, but the fact that we're still stuck with an automatic gearbox over a manual can really hinder our ability to slide the car and have it perform the same as these other cars. Sure they've added Nitro, Rollcages, etc.. but underneath there are still some fundimental issues that prevent anyone from seriously competing at the same level as those professional makes; even when you're looking at the base models not even the high-end specially tuned models.

TGC as I've said before, have the potencial they just have to build upon a solid design rather than assumming all of their customers are computer illerate and need to have their hand held through each stage of development.

Provide the language, provide the engine... it's not really TGCs job to make sure that people are using it correctly.

Some of us like DBPro because of how it handles over the competition; not everyone is looking to have something that will compete with them at their level from the get-go. It takes the professional years of development to get their products to the quality level they are; perform and look as good as they do. It shouldn't be TGCs job to bridge the whole gap; just provide the resources to allow people to do it easily enough for themselves.

It all still requires work to get to that level.

Intel Core 2 Duo E6400, 512MB DDR2 667MHz, ATi Radeon X1900 XT 256MB PCI-E, Windows Vista Business / XP Professional SP2
Richard Davey
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Posted: 8th Dec 2006 14:26
Personally I don't think that DBPro does (or ever will, in this iteration of its life) enough to help real beginner developers make games. It is still a complicated process.

If you want a hardcore development environment, where you can swap out the raw guts and switch from DirectX to OpenGL just like that, and still have all the internal functions working, you're so in the wrong place. That isn't a requirement of the majority of our market.

The bigger issue is that when DBPro was designed there was absolutely no way of knowing what even DX9 would bring to the table, let alone DX10. There was no way to tell how shaders would evolve in the way that they have, or how support for some model formats is now totally redundant. This is a language entering its 6th year, something real game developers don't have to contend with - they get to expand their inhouse engines after each major release, refreshing every few years.

I don't actually disagree with what Raven is saying, the majority of it (minus some of the more flamboyant claims) make perfect sense. There are definitely still some core issues with DBPro that can probably never be addressed due to its architecture, while some could be with more bug fixing time. I honestly believe that the X10 version of DBPro gives us a new chance at this - for a start there is so much redundant crap that can be excluded that the engine itself will be significantly smaller. That and quite frankly Lee has learnt an awful lot in the past 6 years since DBPro was started, and this knowledge and experience will proliferate down into X10 as well.

But even in its Vista guise, I still don't think we should ever attack the 'hardcore' game dev market. Our sales figures clearly show it's the opposite end of the spectrum where the large numbers lay, and that's what keeps us in business and allows us to grow as much as we have.

Heavy on the Magick
Ron Erickson
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Posted: 8th Dec 2006 14:38 Edited at: 8th Dec 2006 14:39
Rick,
Quote: "I think both are important. We will aim to learn from our mistakes and make better solutions. That's how evolution works."

You better watch out. Read the AUP section 3.9

Quote: "3.9 Debate about any form of creationist / evolutionary theories"


I don't want you to get newbie slapped. lol

Raven,
Quote: "On the other hand people who like to tinker prefer to get cars like to go for Ford... "

Forget the Ford. My attention span just got into it and drove away. Sometimes longer posts are less capable of making a point.

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 8th Dec 2006 16:14
Raven - Some people make games. Other people just complain. The thing is, unless you actually make games, you don't have a right to complain, let alone to bash TGC and their management. Link me to a game you've made Raven so that I can understand the source of your frustration.


Come see the WIP!
BatVink
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Posted: 8th Dec 2006 17:44
Quote: "Somehow I don't think that was a difficult point to understand given what was written"

This entire thread would suggest otherwise.

The car analogy is completely unfounded, given the products you're discussing. What you're actually talking about is wanting to buy a skateboard, and strap a jet engine to it.

Quote: "Link me to a game you've made Raven so that I can understand the source of your frustration."

Ah Cash, that's such a low blow. Are you suggesting that Raven hasn't ever produced anything? Surely not! I remember only a month ago his promises of a Dark Physics compo entry. Oh sorry...it was you who won a prize Cash, not Raven.

Deja Vu



Cash Curtis II
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Posted: 8th Dec 2006 18:01 Edited at: 8th Dec 2006 18:03
Quote: "What you're actually talking about is wanting to buy a skateboard, and strap a jet engine to it."

I like that, good comparison

About the DarkPhysics compo, I don't think it's important who won. I could never hold something like that above someone else. I think that the important thing here is that Raven didn't enter. The implied message, quite clearly to me, is that the weaknesses of Dark Basic Professional keep him from successfully completing a game. To me, this is insane. DBP isn't perfect, but it is a fantastic and capable game development tool. No tool is perfect, it must be used correctly and within the bounds of its capabilities. If you don't like it, choose another. If no tool works, you must analyze yourself.

In my time in the Army, I became all too familiar with people that crutch on excuses. I can see right through it with years of my tired, angry experience. I do wish the best for Raven, but I wish he wouldn't spread negative propaganda here for reasons that are unfounded.


Come see the WIP!
Chris K
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Posted: 8th Dec 2006 20:02
Oh yeah forgot Raven was entering that compo.

I believe I used my amazing powers to predict his entry wouldn't make it, to which he said something like "Well you just wait and see".

Well I waited, but I didn't see

-= Out here in the fields, I fight for my meals =-
Jeku
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Posted: 8th Dec 2006 21:43
DBP is simply the easiest way for a developer to prototype a cool idea. I have designed countless puzzle games and used DBP to determine the "fun" factor before pouring countless hours in, and that to me makes the product more than worth its price. For someone planning on making the next Gears of War or Halo will definitely run into issues, but for 90% of us I honestly feel DBP is more than powerful enough for our games.

Raven
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Posted: 8th Dec 2006 23:55
Quote: "Oh yeah forgot Raven was entering that compo.

I believe I used my amazing powers to predict his entry wouldn't make it, to which he said something like "Well you just wait and see"."


It's always good that you make a few comments about something, and then make an off remark about perhaps entering and people take it all of a sudden you've promised you would do something.

Quote: "I do wish the best for Raven, but I wish he wouldn't spread negative propaganda here for reasons that are unfounded."


Depends on your determination of 'unfounded' doesn't it.
I also don't believe that my releases' to the community make my opinions any less valid than any other paying customer.

Quote: "The car analogy is completely unfounded, given the products you're discussing. What you're actually talking about is wanting to buy a skateboard, and strap a jet engine to it."


PureBasic is aimed at similar market, it provides far better overall support and is a more mature language despite being far younger. As well as a stable 3D engine (Ogre3D).
All for $30, which is almost half the price of DBP normally.

I also own a copy of that, but as I've said before.. I prefer the Dark Basic Syntax.

This honestly is getting tired of these sort of responses.
You want DBP and beyond to be stuck in the same design sense, then whatever. Getting pissed off always being the only person willing to say anything anyways.

Intel Core 2 Duo E6400, 512MB DDR2 667MHz, ATi Radeon X1900 XT 256MB PCI-E, Windows Vista Business / XP Professional SP2
BatVink
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Posted: 9th Dec 2006 13:53 Edited at: 9th Dec 2006 15:26
Quote: "Getting pissed off always being the only person willing to say anything anyways."


Maybe consider why you are alone is saying what you do, rather than blaming everyone else for not having your opinion.



David R
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Posted: 9th Dec 2006 15:38
Quote: "If deleting 10 objects takes over a second [...] "


Just out of interest, why does it take so god damn long for DBP to delete an object? Surely this is just going to be a removal from a list / pointer change?

Lost in Thought
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Posted: 9th Dec 2006 15:44
Quote: "Just out of interest, why does it take so god damn long for DBP to delete an object? Surely this is just going to be a removal from a list / pointer change?"


Mostly it is due to DBP's list structures which are wicked slow in all aspects so far. If you delete the objects in reverse order that they were loaded, it will be faster as it is only removing them from the end and not shuffling all the others after them back. The list structures are also probably the reason more limbs slow down DBP so much. Maybe they will have a look at that when they make the new version. In fact I think most of the performance based bugs/ slowdowns come from this. I mean just look how much faster texture object is with texture sorting turned off

BatVink
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Posted: 9th Dec 2006 21:28
Quote: "If you delete the objects in reverse order that they were loaded, it will be faster"


As a rule of thumb, most things work faster backwards in the world of programming In the day job, I program on midrange servers (IBM iSeries), and arrays are much faster when used from the last element backwards. Anything that utilises dynamic references will generally follow this simple rule.



Cash Curtis II
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Posted: 10th Dec 2006 05:46
That's very interesting guys. Usually I'm very in tune with things that are efficient, but accessing arrays in reverse never occurred to me.

As a rule of thumb, I never delete objects. It's just a mess. I recycle all resources. I think that it's a good practice, even if deleting objects was faster.

The limb count problem to which you refer to LiT really bothers me. I've experienced problems with several game levels I've made, and I suspect that this was the problem. I hope that this can be addressed in an update.


Come see the WIP!
Raven
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Posted: 10th Dec 2006 08:09
Simple reason for this being quicker is actually when you get down to how the program works under the hood. Nothing really to do with DBP but the X86 hardware.

Intel Core 2 Duo E6400, 512MB DDR2 667MHz, ATi Radeon X1900 XT 256MB PCI-E, Windows Vista Business / XP Professional SP2
Philip
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Posted: 10th Dec 2006 13:41
Well my faith in TGC is demonstrated by, for example, the fact that I just bought the DarkAI and Physics plugins at the 30% discount despite the fact that in my project I haven't got a use for either one. I like to support TGC.

There are only two things which I would change for the Vista version of DBPro: (1) the bug fixing part of the product cycle; and (2) the documentation. As to each:

(1) DBPro is an example of releasing a great product a bit too early with too many bugs - many of which tooks years to fix. Then to compound that certain updates reintroduced bugs that had been fixed by previous updates - infuriating stuff for customers! I'd spend more time on bug fixing so that a more stable product is released.

(2) the documentation has always been a bit sparse - some commands are very cryptically documented. More detail on each command would be helpful.

Happy Christmas to TGC and all the forum regulars!

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip" (Philip)
spooky
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Posted: 10th Dec 2006 19:27
And when a DX10 version comes out a new IDE is a must.

I agree with Philip that the bug fixing sessions need to be more productive and more often. It started getting better and there is now only a couple of pages of bugs but there are some annoying bugs in there and par for the course there are new bugs caused by 'fixing' other bugs. Even stupid ones like all fog goes black as soon as you use any particle command. Doh.

Documentation has got to improve. I've just looked through the getting started section of the help files and they are woefully bad, specially for newcomers. Just a little ditty about the settings section of IDE where in fact each and every option should be fully explained. Some of the questions that newcomers have been asking recently should have been addresses in the help files, even simple stuff like how to make an EXE!

We were promised a complete new help system with all new text and examples at the beginning of the year and even a teaser in a newsletter to show what it would look like. Still no news on that.

I also agree with Raven (gasps from the audience) that the core of DBPro should have been sorted out ages ago instead of bolting on lots of pretty stuff that only a few of us understand or want to use.

Anyway there is enough for me to play with at the minute without many bugs holding me back but I remember when I first got DB and DBPro and I was completely lost for around 6 months trying to figure out how to use the product properly. That just shouldn't have happened.

Maybe someone (even me maybe) should write a really good beginners tutorial on the workings of the IDE, the compile process, etc

Boo!
TKF15H
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Posted: 11th Dec 2006 21:04
I also agree with spooky and Raven (gasps from the audience) that the core of DBPro should have been sorted out ages ago instead of bolting on lots of pretty stuff that only a few of us understand or want to use.

BatVink
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Posted: 11th Dec 2006 23:37
That is very true, but adding pointers to the language isn't sorting out the bugs. Neither is adding support for passing data i/o of functions, or COFF compatibilty. They are quite the opposite - adding more functionality without eliminating the bugs, which has been the point of this debate from the beginning.



Kevin Picone
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Posted: 12th Dec 2006 05:19 Edited at: 12th Dec 2006 05:22
Well, I've got a fair bit of experience in this area. The fact is the underlying nuts and bolts just aren't sexy ( i.e. Language Linguistics, Help, Examples etc ), in particular when the majority of your customers might be pretty fresh to programming. So visuals are certainly one of the easiest way to excite tire kickers into customers (apart from up selling them). So it makes sense to keep pushing forward in this area in order to attract more customers.

The whole DX10 push is certainly interesting but i'm sure we'll see others follow at some point .

Peter H
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Posted: 2nd Jan 2007 23:49
Quote: "On the 1st of every month we publish our free Newsletter."



One man, one lawnmower, plenty of angry groundhogs.
Richard Davey
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Posted: 3rd Jan 2007 00:56
Peter H - Unless you work for the emergency services, I take it you had Christmas / New Year off as well?

Voila .. one short delay in publication.

Heavy on the Magick
Peter H
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Posted: 3rd Jan 2007 15:12 Edited at: 3rd Jan 2007 15:13
heh, actually i was more worried about the lack of existence of the "adjusted" url... though i figured you waited to upload it (which is unusual) or changed the method for naming the url... (which is devious)

One man, one lawnmower, plenty of angry groundhogs.

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