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WIP / DAP - The DBPro Additions Pack - Antialiasing, HUD, Dynamic Objects, and a bunch more!

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Author Message
Aaron Miller

User


Joined: Sat Feb 25th 2006
Location: Behind the trusty dumpster.
Posted: 3rd Apr 2007 03:26     Edited: 18th May 2007 03:33     | link | toggle

DAP
The DarkBASIC Professional Additions Pack


Description
DAP (DBPro Additions Pack) brings much needed features of DarkBASIC Professional, while improving upon existing features. You can view all of the features, in the features section. There is no specific feature for the DLL, though, I expect most people would enjoy the antialiasing (AA) feature. This plugin can be used for both small projects, quick feature implementations, or for your own big projects.

Features
Keys
= Complete
= Working On
= Not Started, or Planned

Object System
An extension to the object commandsets provided
Creation of primitives - 100%
Loading of external objects - 100%
Objects To Items and Vice Versa - 100%
Item Controls - 100%
Culling System - 98% - It should be complete, however, I have not tested a possible fix
Positioning on specific axis - 100%
Naming System - 100%
Loading of .obj, .3ds, .ms3d, .wings, .rwx, and .blend files - 10%
Saving of .obj, .3ds, .ms3d, .wings, .rwx, and .blend files - Planned, possible, about to start

Image System
An extension to the image commandsets provided
Creation of images - 100% (You can create, or clear an image, without having to put it on the screen)
Loading of images - 100%
Writing pixels, and boxes to images - 100% (You can write pixels, or boxes, to images directly)
Reading of pixels from images - 100% (You can read pixels from an image directly)
Writing of images to other images - 99% (You can write images to other images, transparency available too)
Reading of images from other images - 30% (You can read a portion of an image, into another image)
Retrieval of width/height of images - 100% (You can retrieve the width, and height of an image)

Mesh System
An extension to the mesh commandsets provided
Loading of meshes - 100%
Conversion of meshes to objects - 100%

Matrix System
An extension to the matrix commandsets provided
Creation of matrices - 100%
Saving of matrices - 99%
Loading of matrices - 30%
Conversion of matrices into objects - 85%

Camera System
Extension to the camera commandsets provided
Creation of cameras - 100% (This also fixes the backdrop color)
Deletion of all cameras - 100%
Positioning across axis - 100%
Control of camera using WASD - 100%
FPS Style camera control - 100%

Misc. System
Misc. commands provided. They are usefull for differant reasons and purposes.
Get the size (in bytes) of floats, integers, dwords, etc. - 100%
Creation of integers, floats, etc, through a series of bytes - 100%
Centering of the mouse - 100% (Center the mouse in the window
Extended coloring functions - 100% (DarkenColor, BrightenColor, and FadeColor)

Direct3D System
Lower level of access to the Direct3D device provided by DarkBASIC. You must have prior knowledge of Direct3D before using this command set.
Usefull D3D systems - 50%~ - Functions from Direct3D, not all, just usefull ones
BeginScene, EndScene, PresentScene, Clear - 100% - Functions from Direct3D, can be used to render to another window
Vertex Buffers - 100% (Originally intended for displayment, however, now recommended for storage)
Antialiasing - 60% (Antialiasing, not yet complete because of some bugs)
Switching between software vertex processing, and hardware vertex processing - 100%

Console System
A console intended for input. Use for debugging.
Creation/Destruction - 100%
High, and low level control - 100%~ (Depends what you count as low level, I consider it 100%)

String System
A few more controls for strings using the standard input library.
Extended string control - 99%

HUD System
In a way, this is a GUI. Its not recommended for use as one. You should use it for your in game hud items.
Creation, Destruction, etc - 100%
Extended state controls (editing, drag drop, etc) - 100%
Rendering, and controls - 99% (Code conversion problems)

Edit of April 3rd, 2007. 12:28PM
I forgot 3 sections.

Tile System
A tile based system. Layers graphics in tiles.
Creation, Destruction, etc - -- (Its being worked on in DBP.
Saving, Loading - 60% - Can save/load maps directly. Has attributes for the tiles, etc.
Camera - 0% - Camera (Only a basic one has been done, a more advanced one needs to be)

Scripting System
Use this to add control into your compiled game.
Parser - 10%
Execution - 5%

WndConsole
A Win32 based console. Intended as an end user interface, or simple debugging.
Creation/Destruction - 100%
Showing/Hiding - 100%
Buffer Displayment - 100%
Input Directly From Console - 10%

DAC - Distance (based) Alpha Culling
An effect I noticed in games is that an object will engange in an alpha mode the further away it is. And, at a point, it will disappear entirely. I decided to add this sort of system to DAP to take use of this proven professional system.
Setting of objects - 100% (This will allow an object to make use of this system
Controlling of individual objects - 100%
Controlling in single command - 0% (1 command call to take care of all these objects)
Retrieval of states - 0%

Projects which already use DAP
Uncle Sam's Editor (At least, thats what I understand)
The Inferno Engine
All of my projects
MiREVU Engine

Keywords
+ Code Snippet
INITADDITIONS=main.htm=*No Parameters* - Initialises the additions pack
MAKECUBE=main.htm=(size#) ;Returns object id - Dynamically create a cube
MAKECONE=main.htm=(size#) ;Returns object id - Dynamically create a cone
MAKECYLINDER=main.htm=(size#) ;Returns object id - Dynamically create a cylinder
MAKESPHERE=main.htm=(size#) ;Returns object id - Dynamically create a sphere
MAKEPLAIN=main.htm=(width#, height#) ;Returns object id - Dynamically create a plain
LOADOBJECT=main.htm=(filename$) ;Returns object id - Dynamically load an object
DELETEALLOBJECTS=main.htm=*No Parameters* - Delete all the objects currently existing
MAKEMATRIX=main.htm=(width#,height#,xtiles,ztiles) ;Returns matrix id - Dynamically create a matrix
SAVEMATRIX=main.htm=filename$, matrixId - Save a matrix to a file, for later loading
XPOSITIONOBJECT=main.htm=objectId, xpos# - Position an object, across the X axis only
YPOSITIONOBJECT=main.htm=objectId, ypos# - Position an object, across the Y axis only
ZPOSITIONOBJECT=main.htm=objectId, zpos# - Position an object, across the Z axis only
FORCECULL=main.htm=*No Parameters* - Force the culling system to take effect
UPDATECULLSYSTEM=main.htm=*No Parameters* - Updates the culling system
UPDATECULLOBJECTS=main.htm=*No Parameters* - Make a record of all the objects, and certain states, to better help the culling system cull them
MAKEOBJECT=main.htm=(meshId, imageId) ;Returns object id - Dynamically make an object from a mesh and image
LOADMESH=main.htm=(filename$) ;Returns mesh id - Dynamically load a mesh
LOADIMAGE=main.htm=(filename$[,textureFlag]) ;Returns image id - Dynamically loads an image
MAKEMESHFROMOBJECT=main.htm=(objectId) ;Returns mesh id - Dynamically creates a mesh from an object
CONTROLOBJECTUSINGARROWKEYS=main.htm=objectId, speed#, turn# - Control an object using the arrowkeys
CONTROLOBJECTUSINGWASD=main.htm=objectId, speed#, turn# [, strafe] - Control an object using the arrowkeys, optionally specifying if the object should strafe
SETOBJECTAUTOCULL=main.htm=objectId, cullState - Sets an objects auto culling state for the DAP culling system
CULLOBJECT=main.htm=objectId - Control the culling of a single object, despite any other setting in the automatic culling system
CULLGROUP=main.htm=startObjectId, rangeOfObjects - Control culling of a specified range of objects, starting at the startObjectId, going to the sum of startObjectId and rangeOfObjects
CONVERTMATRIXTOOBJECT=main.htm=(matrixId) ;Returns object id - Convert a matrix into an object
CONTROLCAMERAUSINGWASD=main.htm=[cameraId, ] speed#, turn# [, strafe] - Control a camera using the arrowkeys, optionally allowing for strafing
MAKECAMERA=main.htm=(*No Parameters*) ;Returns camera id - Dynamically create a camera, automatically coloring the backdrop to the default 3d blue
MAKEMEMBLOCK=main.htm=(Size) ;Returns memblock id - Dynamically create a memblock, specifying the size
GETDWORDSIZE=main.htm=(*No Parameters*) ;Returns integer - Retrieve the size, in bytes, of a DWORD
GETFLOATSIZE=main.htm=(*No Parameters*) ;Returns integer - Retrieve the size, in bytes, of a float
GETINTEGERSIZE=main.htm=(*No Parameters*) ;Returns integer - Retrieve the size, in bytes, of an integer
FPSCAMERA=main.htm=[*No Parameters*]/[cameraId] - Control a camera like a first person shooter camera
TURNOBJECTINTOITEM=main.htm=objectId - Turn an object into an item
TURNITEMINTOOBJECT=main.htm=objectId - Turn an item back into a normal object
OBJECTISITEM=main.htm=(objectId) ;Returns integer - Retrieve rather or not an object is set as an item
CONTROLITEMOBJECT=main.htm=objectId - Control a single object, if it is set as an item
UPDATEITEMS=main.htm=*No Parameters* - Control all item objects in one call
CENTERMOUSE=main.htm=*No Parameters* - Centers the mouse into the middle of the main dbp window
XPOSITIONCAMERA=main.htm=[cameraId, ] pos# - Position the camera on the X axis
YPOSITIONCAMERA=main.htm=[cameraId, ] pos# - Position the camera on the Y axis
ZPOSITIONCAMERA=main.htm=[cameraId, ] pos# - Position the camera on the Z axis
DISTANCE=main.htm=(x1#, x2#, y1#, y2#, z1#, z2#) ;Returns float - Retrieve the distance between 2 3d points
QCPRESENTATIONINTERVALS=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXTEXTUREWIDTH=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXTEXTUREHEIGHT=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVOLUMEEXTENT=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXTEXTUREREPEAT=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXTEXTUREASPECTRATIO=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXANISOTROPY=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVERTEXW=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXTEXTUREBLENDSTAGES=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXSIMULTANEOUSTEXTURES=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXACTIVELIGHTS=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXUSERCLIPPLANES=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVERTEXBLENDMATRICES=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVERTEXBLENDMATRIXINDEX=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXPOINTSIZE=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXPRIMITIVECOUNT=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCVERTEXINDEX=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXSTREAMS=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXSTREAMSTRIDE=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCVERTEXSHADERVERSION=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVERTESSHADERCONST=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCPIXELSHADERVERSION=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCPIXELSHADER1XMAXVALUE=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXNPATCHTESSELLATIONLEVEL=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMINANTIALIASEDLINEWIDTH=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXANTIALIASEDLINEWIDTH=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVSHADERINSTRUCTIONSEXECUTED=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXPSHADERINSTRUCTIONSEXECUTED=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXVERTEXSHADER30INSTRUCTIONSLOTS=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QCMAXPIXELSHADER30INSTRUCTIONSLOTS=main.htm=(*No Parameters*) ;Returns integer - Flag to queryCapability
QUERYCAPABILITY=main.htm=(capabilityId) ;Returns dword, or float - Query a capability of the 3d hardware, capability flags are denoted with "qc"
D3DCREATEVERTEXBUFFER=main.htm=(size) ;Returns vertex buffer id - Create a vertex buffer
D3DDESTROYVERTEXBUFFER=main.htm=vertexBufferId - Destroy a vertex buffer
D3DVERTEXBUFFEREXIST=main.htm=(vertexBufferId) ;Returns integer - Checks if a vertex buffer exists
D3DVERTEXBUFFERSIZE=main.htm=(vertexBufferId) ;Returns dword - Retrieve the size of a vertex buffer (in bytes)
D3DINITUPDATEBUFFER=main.htm=vertexBufferId - Initiate the update buffer
D3DSETUPDATEBUFFER=main.htm=index, x, y, z, diffuse - Set the properties of a vertex in the update buffer
D3DGETUPDATEBUFFERX=main.htm=(index) ;Returns float - Retrieve the X value from a vertex in the update buffer
D3DGETUPDATEBUFFERY=main.htm=(index) ;Returns float - Retrieve the Y value from a vertex in the update buffer
D3DGETUPDATEBUFFERZ=main.htm=(index) ;Returns float - Retrieve the Z value from a vertex in the update buffer
D3DGETUPDATEBUFFERDIFFUSE=main.htm=(index) ;Returns dword - Retrieve the DIFFUSE value from a vertex in the update buffer
D3DSENDUPDATEBUFFERTOVERTEXBUFFER=main.htm=vertexBufferId - Copy the contents of the update buffer into the vertex buffer
D3DDEINITUPDATEBUFFER=main.htm=*No Parameters* - De initialise the update buffer clearing all of its contents
D3DSETSTREAMSOURCE=main.htm=vertexBufferId - Prepare a specific vertex buffer for rendering
D3DDRAWPRIMITIVE=main.htm=typeOfPrimitive, startIndex, endIndex - Draw a specific set of vertices from the prepared vertex buffer
D3DGETDEFAULTFVF=main.htm=(*No Parameters*) ;Returns DWORD - Retrieve the default FVF, best used for d3dSetVertexShader
D3DSETFVF=main.htm=fvfType - Set the current FVF to use for rendering
D3DCLEAR=main.htm=Color - Clear the Direct3D Back buffer contents
D3DBEGINSCENE=main.htm=*No Parameters* - Begin the rendering of the Direct3D Scene
D3DENDSCENE=main.htm=*No Parameters* - End the rendering of the Direct3D Scene
D3DPRESENTSCENE=main.htm=[WindowHandle] - Present the scene to the main dbp window, or, optionally, present the scene to a differant window
GETMAINHWND=main.htm=(*No Parameters*) ;Returns a window handle - Retrieve the handle (HWND) to the main darkbasic professional window
D3DENABLEANTIALIASING=main.htm=Windowed, Samples, SyncRate - Enable antialiasing
D3DDISABLEANTIALIASING=main.htm=*No Parameters* - Disable antialiasing
D3DENABLEHARDWAREVERTEXPROCESSING=main.htm=*No Parameters* - Allow the GPU to take care of vertex processing, instead of the CPU
D3DDISABLEHARDWAREVERTEXPROCESSING=main.htm=*No Parameters* - Allow the CPU to take care of vertex processing, instead of the GPU
OPENCONSOLE=main.htm=message$, title$ - Open up the in-window console
CLOSECONSOLE=main.htm=*No Parameters* - Close the in-window console
CONSOLEOPEN=main.htm=(*No Parameters*) ;Returns integer - Retrieve rather or not the console is open
GETCONSOLECOMMAND=main.htm=(*No Parameters*) ;Returns string - Retrieve the command entered in the console
GETCONSOLEBUFFER=main.htm=(*No Parameters*) ;Returns string - Retrieve the current command buffer, despite rather its ready to be given or not
SETCONSOLETITLE=main.htm=title$ - Set the title for the console
GETCONSOLETITLE=main.htm=(*No Parameters*) ;Returns string - Retrieve the title for the console
CONSOLEINPUTGIVEN=main.htm=(*No Parameters*) ;Returns integer - Retrieve rather or not the console is ready to have its command given
CONSOLEINFOCUS=main.htm=(*No Parameters*) ;Returns integer - Retrieve rather or not the console is in text giving focus
UPDATECONSOLE=main.htm=*No Parameters* - Update the console, required for it to work correctly
WRITEPIXELTOIMAGE=main.htm=ImageId, X, Y, Color - Write a pixel to an image
WRITEPIXELTOMEMBLOCK=main.htm=MemblockId, X, Y, Color - Write a pixel to a memblock
READPIXELFROMMEMBLOCK=main.htm=MemblockId, X, Y ;Returns Color Dword - Retrieve a pixel color from a memblock
READPIXELFROMIMAGE=main.htm=ImageId, X, Y ;Returns Color Dword - Retrieve a pixel color from an image
WRITEBOXTOIMAGE=main.htm=ImageId, X, Y, X2, Y2, Color - Write a colored box to an image
WRITEBOXTOMEMBLOCK=main.htm=MemblockId, X, Y, X2, Y2, Color - Write a colored box to a memblock
WRITEIMAGETOIMAGE=main.htm=ImageFinal, ImageSource, X, Y - Write an image to another image
WRITEIMAGETOMEMBLOCK=main.htm=MemblockId, ImageId, X, Y - Write an image into a memblock
WRITETRANSIMAGETOMEMBLOCK=main.htm=ImageId, MemblockId, X, Y, TransparentColor - Write a transparent image to a memblock
WRITETRANSIMAGETOIMAGE=main.htm=ImageFinal, ImageSource, X, Y, TransparentColor - Write a transparent image to an image
CREATEIMAGE=main.htm=[ImageId, ] Width, Height, Color [;Returns ImageId] - Create an image, either specifying an image ID, or retrieving it
ASSIGNSTRING=main.htm=(stringA$, stringB$, charPos, length) ;Returns string - Assign a string values from another string, from charPos to charPos+length
COMPARESTRINGS=main.htm=(stringA$, stringB$) ;Returns integer - Compare between strings, 0 will be returned if both strings are exactly the same
ERASESTRING=main.htm=(string$, charPos, length) ;Returns string - Erase the contents of a string between charPos and charPos+length
INSERTSTRING=main.htm=(stringA$, stringB$, charPos) ;Returns string - Inserts a string into another string at charPos
REPLACESTRING=main.htm=(stringA$, stringB$, charPos, length) ;Returns string - The same as AssignString
SUBSTRING=main.htm=(string$, charPos, length) ;Returns string - Retrieve a piece of a string
MAKEINTEGER=main.htm=(byte1, byte2, byte3, byte4) ;Returns integer - Create an integer from 4 bytes
MAKEFLOAT=main.htm=(byte1, byte2, byte3, byte4) ;Returns float - Create a float from 4 bytes
MAKEWORD=main.htm=(byte1, byte2) ;Returns WORD - Create a WORD from 2 bytes
MAKEDWORD=main.htm=(byte1, byte2, byte3, byte4) ;Returns DWORD - Create a DWORD from 4 bytes
SETOBJECTNAME=main.htm=objectId, name$ - Set an object's name
GETOBJECTNAME=main.htm=(objectId) ;Returns string - Get the name of an object
LOADCHUNKOBJECT=main.htm=(objectId, filename$) ;Returns integer - Load a .chunk object
GETIMAGEWIDTH=main.htm=(imageId) ;Returns integer - Retrieve the width of an image
GETIMAGEHEIGHT=main.htm=(imageId) ;Returns integer - Retrieve the height of an image
CREATEHUDLABEL=main.htm=(x, y, width, height, text$) ;Returns element id - Create a HUD label
CREATEHUDBUTTON=main.htm=(x, y, width, height, text$) ;Returns element id - Create a HUD button
CREATEHUDIMAGE=main.htm=(x, y, imageId) ;Returns element id - Create a HUD image
CREATEHUDPROGRESSBAR=main.htm=(x, y, width, height, text$, currentValue, maximumValue) ;Returns element id - Create a HUD progress bar
CREATEHUDEDITBOX=main.htm=(x, y, width, height, text$) ;Returns element id - Create a HUD editbox
POSITIONHUDITEM=main.htm= elementId, x, y - Position a HUD element
HUDITEMX=main.htm=(elementId) ;Returns integer - Retrieve the X position of a HUD element
HUDITEMY=main.htm=(elementId) ;Returns integer - Retrieve the Y position of a HUD element
RESIZEHUDITEM=main.htm=elementId, width, height - Resize a HUD element
HUDITEMWIDTH=main.htm=(elementId) ;Returns integer - Retrieve the width of a HUD element
HUDITEMHEIGHT=main.htm=(elementId) ;Returns integer - Retrieve the height of a HUD element
COLORHUDITEM=main.htm=elementId, foregroundColor, backgroundColor - Color a HUD element
HUDITEMFG=main.htm=(elementId) ;Returns foreground color - Retrieve the foreground color of a HUD element
HUDITEMBG=main.htm=(elementId) ;Returns background color - Retrieve the background color of a HUD element
SETHUDITEMDRAGDROP=main.htm=elementId, dragable - Set a HUD elements drag/drop ability
GETHUDITEMDRAGDROP=main.htm=(elementId) ;Returns integer - Retrieve rather or not a HUD element could be dragged/dropped
SETHUDITEMTRANS=main.htm=elementId, transparent - Set if a HUD item can be transparent or not
GETHUDITEMTRANS=main.htm=(elementId) ;Returns integer - Retrieve rather or not the HUD items background is transparent or not
SETHUDITEMTEXT=main.htm=elementId, text$ - Sets the text of a HUD element
GETHUDITEMTEXT=main.htm=(elementId) ;Returns string - Retrieve the text of a HUD item
SETHUDITEMEDITABLE=main.htm=elementId, editable - Set a HUD item to be editable
GETHUDITEMEDITABLE=main.htm=(elementId) ;Returns integer - Retrieve rather or not a HUD item is editable
HUDITEMCLICKED=main.htm=(elementId) ;Returns integer - Retrieve rather or not a HUD item has been clicked
SETHUDITEMVALUES=main.htm=elementId, valueA, valueB, valueC - Set a certain amount of extra values of the HUD element
GETHUDITEMVALUEA=main.htm=(elementId) ;Returns integer - Retrieve an extra value from the HUD element
GETHUDITEMVALUEB=main.htm=(elementId) ;Returns integer - Retrieve an extra value from the HUD element
GETHUDITEMVALUEC=main.htm=(elementId) ;Returns integer - Retrieve an extra value from the HUD element
TEXTWITHIN=main.htm=(width, text$) ;Returns string - Get the text string that would fit within a width
DRAWLINEBOX=main.htm=x, y, x2, y2 - Draw a series of lines to make a box
DARKENCOLOR=main.htm=(color, amount) ;Returns dword - Darken a color by a certain amount
BRIGHTENCOLOR=main.htm=(color, amount) ;Returns dword - Brighten a color by a certain amount
FADECOLOR=main.htm=(color, color2, amount) ;Returns dword - Fade a color, by another color, by a certain amount
DRAWHUDITEM=main.htm=elementId - Draw, and control a HUD element
HUDITEMEXIST=main.htm=(elementId) ;Retrieve rather or not a HUD element exists
DELETEHUDITEM=main.htm=elementId - Delete a HUD element
READIMAGEFROMIMAGE=main.htm=imageSource, imageDest, offsetX, offsetY, width, height - Reads an image from another image
RESIZEBITLIST=main.htm=size - Set the size of the bitlist
BITLISTSIZE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size of the bitlist
SETBITLIST=main.htm=position, byte - Set a byte in the bitlist
GETBITLIST=main.htm=(position) ;Returns byte - Retrieve a byte in the bitlist
EMPTYBITLIST=main.htm=*No Parameters* - Empty all data from the bitlist
GETOSMAJORVERSION=main.htm=(*No Parameters*) ;Returns DWORD - Retrieve the Major version of the OS
GETOSMINORVERSION=main.htm=(*No Parameters*) ;Returns DWORD - Retrieve the Minor version of the OS
GETOSBUILD=main.htm=(*No Parameters*) ;Returns DWORD - Retrieve the build of the OS
CREATEDOSCONSOLE=main.htm=*No Parameters* - Create the DOS console
WRITEDOSCONSOLE=main.htm=text$ - Write to the DOS console
SETDOSCONSOLETITLE=main.htm=text$ - Set the title text of the DOS console window
DESTROYDOSCONSOLE=main.htm=*No Parameters* - Destroy the DOS console
CREATEWNDCONSOLE=main.htm=width, height, title [, x, y] - Create a seperate window console (x, and y will make the console inside the main window)
DESTROYWNDCONSOLE=main.htm=*No Parameters* - Destroy a seperate window console
SHOWWNDCONSOLE=main.htm=*No Parameters* - Show the seperate window console
HIDEWNDCONSOLE=main.htm=*No Parameters* - Hide the seperate window console
SETWNDCONSOLETITLE=main.htm=title$ - Set the title text of the seperate window console
WRITEWNDCONSOLESTRING=main.htm=string$ - Send a string into the seperate window console buffer
GETWNDCONSOLECONTAINERHWND=main.htm=(*No Parameters*) - Retrieve the seperate window console's container handle
GETWNDCONSOLEBUFFERHWND=main.htm=(*No Parameters*) - Retrieve the seperate window console's buffer handle
GETWNDCONSOLEINPUTHWND=main.htm=(*No Parameters*) - Retrieve the seperate window console's input handle
GETDESKTOPMOUSEX=main.htm=(*No Parameters*) ;Returns integer - Get the absolute X position of the cursor
GETDESKTOPMOUSEY=main.htm=(*No Parameters*) ;Returns integer - Get the absolute Y position of the cursor
GETUSERNAME=main.htm=(*No Parameters*) ;Returns string - Get the name of the current user
GETCOMPUTERNAME=main.htm=(*No Parameters*) ;Returns string - Get the name of the computer
GETOEMID=main.htm=(*No Parameters*) ;Returns dword - Get the OEM ID
MIN=main.htm=(valueA, valueB) ;Returns a value - Retrieve the minimum value of 2 values
MAX=main.htm=(valueA, valueB) ;Returns a value - Retrieve the maximum value of 2 values
GETWNDCONSOLEINPUTTEXT=main.htm=text$, textLength - Retrieves the text of the input box in the seperate window console
GETWNDCONSOLEINPUTLENGTH=main.htm=(*No Parameters*) ;Returns integer - Retrieve the length of the text in the input box for the seperate window console.
WNDCONSOLEINPUTGIVEN=main.htm=(*No Parameters*) ;Returns integer - Retrieve if the enter key was pressed for the seperate window console
SETWNDCONSOLEINPUTTEXT=main.htm=text$ - Set the text in the input box for the seperate window console
KILOBYTE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size, in bytes, of a kilobyte
MEGABYTE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size, in bytes, of a megabyte
GIGABYTE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size, in bytes, of a gigabyte
TERABYTE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size, in bytes, of a terabyte
PETABYTE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size, in bytes, of a petabyte
EXABYTE=main.htm=(*No Parameters*) ;Returns dword - Retrieve the size, in bytes, of a exabyte
SETENTRYBUFFER=main.htm=newString$ - Set the entry buffer, the entry buffer can be retrieved with entry$()
STRINGTOKEN=main.htm=(string$, delimiter$) ;Returns string - Finds an occurance of a strings token
QUICKCOS=main.htm=(ang) ;Returns float - Quickly get a cosine value
QUICKSIN=main.htm=(ang) ;Returns float - Quickly get a sine value
TEXT=main.htm=x, y, width, height, text$ - Draws text
BATCH=main.htm=string$ - Execute a batch command
CREATEVECTOR=main.htm=id, size - Create a vector
VECTOREXIST=main.htm=(id) ;Returns integer - Retrieve rather or not a vector exists
WRITEVECTORBYTE=main.htm=id, position, byte - Write a byte to a vector
READVECTORBYTE=main.htm=(id, position) ;Returns byte - Reads a byte from a vector
CLEARVECTOR=main.htm=id - Clears all the elements in a vector
VECTORSIZE=main.htm=(id) ;Returns dword - Retrieve the size of a vector
VECTORCAPACITY=main.htm=(id) ;Returns dword - Retrieve the maximum amount of elements the vector can hold
RESERVEVECTOR=main.htm=id, size - Sets the minimum capacity of a vector
SWAPVECTORS=main.htm=vector1, vector2 - Swaps 1 vectors elements, with another
DELETEVECTOR=main.htm=id - Destroys a vector
RESIZEVECTOR=main.htm=id, newsize - Changes the size of a vector



Examples
Example 1: Reference 1000: Dynamic Objects Test, Alternate Window Test
+ Code Snippet
REM Project: DAP Dynamic Objects Demo
REM Created: 4/3/2007 6:07:10 PM
REM
REM ***** Main Source File *****
REM
`Setup Program
center text screen width()/2,(screen height()/2)-(text height("LOADING")/2),"LOADING"
sync on : sync rate 90
initAdditions
startWin32

`Setup Objects
cube=MakeCube(200)
sphere=MakeSphere(200)

color object cube,rgb(rnd(255),rnd(255),rnd(255))
color object sphere,rgb(rnd(255),rnd(255),rnd(255))

position object cube,-500+rnd(1000),0,-500+rnd(1000)
position object sphere,-500+rnd(1000),0,-500+rnd(1000)

set object ambient cube, 0
set object specular cube, 100
set object emissive cube, rgb(rnd(255),rnd(255),rnd(255))

set object ambient sphere, 0
set object specular sphere, 100
set object emissive sphere, rgb(rnd(255),rnd(255),rnd(255))

TurnObjectIntoItem cube
TurnObjectIntoItem sphere

`Setup Window
hwnd=gui_makeWindow(800,600,"An extra window",GetMainHwnd())

`Main Loop
do
   ControlCameraUsingWasd 0, 5.0, 0, 0
   if mouseclick()=2 then CenterMouse : FPSCamera
   center text screen width()/2,screen height()-20,"Use WASD and the mouse to move/rotate the camera."
   UpdateItems
   fastsync
   d3dEndScene
   d3dPresentScene hwnd
loop

`Required
x=object exist(1)
x=matrix exist(1)
x=upkey()
x=text height("")


Example 2: Reference 2000: Distance Alpha Culling Test
+ Code Snippet
REM Project: Distance Alpha Culling Test
REM Created: 4/9/2007 2:29:35 PM
REM
REM ***** Main Source File *****
REM
gosub _SETUP

MAIN:
position camera 1250,50,1250
set camera range 1,10000
color backdrop rgb(0,0,0)
do
   control camera using arrowkeys 0,5,1.5
   set cursor 0,0
   ControlDacObject cube
   ControlDacObject cube2
   ControlDacObject cube3
   sync
loop
MAINE:
end

_SETUP:
initAdditions
`Turn syncing on
sync on : sync rate 60
`Setup the objects
autocam off
cube=MakeCube(100)
cube2=MakeCube(100)
cube3=MakeCube(100)
position object cube,rnd(2500),0,rnd(2500)
position object cube2,rnd(2500),0,rnd(2500)
position object cube3,rnd(2500),0,rnd(2500)
SetupDacObject cube,1,1250
SetupDacObject cube2,1,1250
SetupDacObject cube3,1,1250
`Create the matrix
Make Matrix 1,2500,2500,25,25
gravelImg=LoadImage("gravel1.jpg")
prepare matrix texture 1,gravelImg,1,1
position matrix 1,0,-50,0
update matrix 1
return


Cheers,

-db


NEWS
DESIGN THE DAP SCRIPTING LANGUAGE!
Click here for more information.

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Freddy 007

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Joined: Tue Nov 30th 2004
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Posted: 3rd Apr 2007 06:10           | link | toggle

Sounds really cool!

Are you thinking about selling it, or releasing it for free? (Someone has to ask )

I'll keep checking this thread, and I'll look forward to a demo.

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Darth Vader

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Posted: 3rd Apr 2007 07:17           | link | toggle

Cool!
Was waiting for the WIP post to appear! I will also be keeping a steady eye on this one!

Quote: "Are you thinking about selling it, or releasing it for free?"
DB User 2006+ said in a previous post that he would probably charge $20 for it. A bargain considering that you get AA!
Yay!


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dark coder

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Posted: 3rd Apr 2007 08:17           | link | toggle

Well it will be nice when you add AA as that's probably the most requested feature in DBP that will never appear, however why do you have some borderline useless commands like: "Deletion of all cameras","Centering of the mouse" etc I would be more interested in commands that DBP cannot do that are useless, most of your list can be done with either a bit of work or are just undocumented commands, the rest are apparently WIP, anyway sorry to be so negative I just dislike sugar coating things.

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Benjamin

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Posted: 3rd Apr 2007 08:38           | link | toggle

I must say I have to agree with dork coder, it seems most of the stuff that would actually be useful isn't 100% yet.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
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Posted: 3rd Apr 2007 10:18           | link | toggle

Vary cool so far. Good job.

-Mansoor
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Cash Curtis II

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Posted: 3rd Apr 2007 10:31           | link | toggle

Most of those commands can easily be accomplished in DBP.

Like this...
Mesh System
Loading of meshes - 100%
Conversion of meshes to objects - 100%


Does it do something that the native DBP commands don't do? Maybe if you were more specific it would help us understand.


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Aaron Miller

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Posted: 3rd Apr 2007 15:05     Edited: 3rd Apr 2007 20:44     | link | toggle

@Freddy 007
Thank you. And, $20 (USD). I generally like software being $20, no matter what it is.

@Darth Vader
Thank you.

@Google Ad
You should be at the top. Right there is just annoying.

@dark coder & Benjamin
The "borderline" commands are there for ease of coding. Because they are there, it is, at least a little bit, quicker and easier to implement features into your program, so you can get on with coding important stuff. Deletion of all cameras was really just a test command though.

As for the undocumented commands, explain which ones are undocumented. I can add very many undocumented commands, but a DLL like that would be free. Take a look at my darktwilight dll.

@Xenocythe
Thanks. I think I handed over this DLL on MSN (Though, an earlier version).

@Cash Curtis II
Sorry, I wasnt being very clear. Those are dynamic systems, I figured since I had the INI posted, some one would see what they do exactly. Its like the dynamic system from eXtends. Take this code for example:
+ Code Snippet
cube=MakeCube(100)
do
   turn camera left cube, 0.3
loop


Like that. You can use an array to categorize your objects too, and so on. Same thing goes for anything that looks like its just 1 single dbp command.

Also cash, I cant help but feel that you have been putting down everything I do. The earlier stuff I can understand, so lets just forget about that. But, it seems like you have some sort of a problem with me.. Is this true? Is there something you would like to say? Maybe im just over reacting.

@Those who think think that all of this can be accomplished through DBP
Im sorry, but you are wrong. Even though a majority of commands that you see can be accomplished through DBP, the direct3d commands are generally important. You can get much more access to Direct3D with a BASIC language. There are commands like MakeInteger, MakeFloat, MakeDword, etc, which simply can not be done with dbp. Also, take into account that this was programmed in C++ not purebasic, or some other language. This is quick. For those commands that you can do in DBP, this can do faster. Pure and simple.

@Everyone
Alot more stuff is also being done.

Here are some projects which use DAP already.
Uncle Sam's Editor (At least, thats what I understand)
The Inferno Engine
All of my projects

I will be uploading a bunch of demos soon as well.


Cheers,

-db

Edit of April 3rd, 6:42 PM
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Turoid

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Joined: Sat Nov 1st 2003
Location: The Netherlands
Posted: 3rd Apr 2007 15:20           | link | toggle

Very very very nice!

I especially like the image features (and the AA ofcourse).

Quote: " Loading of .obj, .3ds, .ms3d, .wings, .rwx, and .blend files - 10%
Saving of .obj, .3ds, .ms3d, .wings, .rwx, and .blend files - Planned, possible, about to start"

Why not .max ? that would be awesome!

i'm also very interested in your scripting and extended string system, what are the plans for those? thanks!

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Aaron Miller

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Posted: 3rd Apr 2007 16:08     Edited: 3rd Apr 2007 20:46     | link | toggle

@Turoid
Thank you.

I love the image features too. I use those with paste image for GUIs, special sprites, transparency, and soon, alpha on images.

No .max because, from my understanding, .max files are 3d animations, and a very complex format. At least, from my understanding.

The string system commands from the INI:
+ Code Snippet
ASSIGNSTRING=main.htm=(stringA$, stringB$, charPos, length) ;Returns string - Assign a string values from another string, from charPos to charPos+length
COMPARESTRINGS=main.htm=(stringA$, stringB$) ;Returns integer - Compare between strings, 0 will be returned if both strings are exactly the same
ERASESTRING=main.htm=(string$, charPos, length) ;Returns string - Erase the contents of a string between charPos and charPos+length
INSERTSTRING=main.htm=(stringA$, stringB$, charPos) ;Returns string - Inserts a string into another string at charPos
REPLACESTRING=main.htm=(stringA$, stringB$, charPos, length) ;Returns string - The same as AssignString
SUBSTRING=main.htm=(string$, charPos, length) ;Returns string - Retrieve a piece of a string

As for the scripting system question, im not sure what you mean. Ex, plans for how the language will appear, what features it supports, etc. What the scripting system does is convert the script into a series of bytes (hence, MakeInteger, MakeFloat, etc, existance) which are parsed and updated each loop. They can be used to control your games flow, and so on. The big thing about the scripting is this, you can use hi level, and low level scripting code, for example, low level code is like ASM, each instruction is a direct conversion to an instruction. The high level, could be considered like C++ or BASIC.


Cheers,

-db

PS: .obj = WAVEFRONT OBJ, .3DS = 3D STUDIO, .MS3D = MILKSHAPE 3D OBJECT, .WINGS = WINGS 3D OBJECT, .RWX = RENDERWARE, .BLEND = BLENDER OBJECT

Edit of April 3rd, 6:43 PM
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Cash Curtis II

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Posted: 3rd Apr 2007 20:45           | link | toggle

Quote: "Also cash, I cant help but feel that you have been putting down everything I do."
I'm sorry if you feel that way, but I don't feel that I've been doing that at all. If I comment on something that you do, it might be a question or suggestion but I don't feel that it is negative. My post above wasn't negative either.


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Aaron Miller

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Posted: 3rd Apr 2007 20:48           | link | toggle

Yes, I know that post wasnt being negative.

Cheers,

-db


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Kieran

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Posted: 4th Apr 2007 00:28           | link | toggle

yeah i seem to have noticed that with cash, and there seems to be a few put downs in the inferno engine thread too, sorry if im wrong.

As for DAP it is looking excellent DB, keep it up

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Cash Curtis II

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Posted: 4th Apr 2007 05:39           | link | toggle

Wow Kieran, can we give it a rest? I don't even want to post in this thread about this, but I think that a reply is necessary. What negative thing have I ever said in the Inferno Thread? I challenge you to find it.

I just went through every page, and this was all I could find...

+ Code Snippet
Kieran, I'm not sure what you're aiming for there, but that model is likely not going to see daylight in an RPG game. It just doesn't seem to fit at all with the needs of an RPG. The face isn't right, there are not fingers to speak of, etc. How do you plan to animate it?

If your strength is not character modeling, then your time will best be spent on creating things that will enhance the RPG engine, such as objects and buildings. There are enough stock characters lying around that will facilitate the development of your engine that it will simply be a hindrance to take time to make characters like that. It is a good learning experience, but not something that is suitable for a RPG.


About this picture...


That wasn't putting you down, that was good practical advice.

I'll stay out of your threads completely. I would think that you might appreciate an occasional bit of advice from me, especially since our two projects are attempting to achieve basically the same thing. No worries, but unless you can back up what you are saying then you should probably drop it. If you want to tell me something, put it in my thread or e-mail me and we'll go from there.


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Essence

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Joined: Sat Oct 12th 2002
Location: The Netherlands
Posted: 4th Apr 2007 07:06           | link | toggle

Holy shiaat!
This is sweet =D

Mind if I implent it in MiREVU when the Direct3D functions are all complete?
You're name will be added in the credits list ofcourse =D

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
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Silvester

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Posted: 4th Apr 2007 13:28           | link | toggle

Quote: "dork coder"



Anyway,I've seen and heard about it earlyer,and it all sounds VERY good

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Kieran

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Posted: 4th Apr 2007 22:36     Edited: 4th Apr 2007 22:37     | link | toggle

ummm cash please don't bring up crap about my older models....making yourself look better by posting that is really lame.

and no we can't give it a rest, if you are attacking me, or db user or anyone else for that matter then thats not cool, putting down other people just because you made geisha house is not cool...im sick of it

and maybe not in the inferno engine in particular but you do put people down alot

EDIT: sorry for this i think we should get back on topic now

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Xenocythe

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Posted: 4th Apr 2007 22:47           | link | toggle

Kieran, I have my repects for you, but what the hell are you talking about? The crit Cash gave in that code snippet might have been a little harsh, but whats the big deal! Dont get so offended!

He never attacked you, he only gave an honest opinion on the model.

He wasn't making him self or geisha house look better at ALL. he was just defended himself from the accusations that you threw on him.


I'm not taking sides here, but Cash never really did anything wrong.



Sorry to Hi-Jack the thread.

-Mansoor
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Cash Curtis II

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Posted: 4th Apr 2007 23:10     Edited: 4th Apr 2007 23:13     | link | toggle

Thanks Xenocythe, I think that your observations are on point.

@Kieran -
I asked you to address me in my thread or by e-mail. If you talk about me, then I am forced to reply. You can't say something then suddenly point the thread back to another topic.

Quote: "and maybe not in the inferno engine in particular but you do put people down alot"
Okay, so if you are not talking about your own threads, then what is your point? Also, you are confusing 'attacking' with 'being honest'. I've never attacked you or DB User 2006, in any way. Show me where I have. I've never told someone something that didn't deserve to be said. When I offer criticism, I never make it about me. I think that you need to get over whatever your problem is. This thread is getting ruined with this.

And what are you talking about Geisha House for? That has nothing to do with anything. It certainly has nothing to do with my critiques and advice of other project.

If you have something to say to me, then say it to me. It appears to me that you are mad about something that you imagined, because I've never attacked you in any way. Address it maturely or get over it.


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Darth Vader

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Posted: 4th Apr 2007 23:12     Edited: 4th Apr 2007 23:16     | link | toggle

Hey everyone I think your straying from the thread topic! Your going to get it locked and that's not fair on DB User! Stop acting like children! Kieran if you can't take criticism, constructive or otherwise, you better change now, cause people are going to give you a-lot of criticism in the real world! And I'm also sick of people making a stab at Geisha House! It's a great game that deserves attention and positive feedback! I also agree with Cash about him not making negative, down riding comments! I challenge you to find one such comment and I will take back what I'm saying!

Anyway, getting back on topic!
Great DB User I'm glad your adding a scripting system! Now I think I already asked you, but I'm still a little confused. What do you mean by 'Dynamic' exactly? I know I'm so ignorant when it comes to real technical terms! lol!


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Kieran

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Posted: 4th Apr 2007 23:29     Edited: 5th Apr 2007 00:05     | link | toggle

all i am saying here so i dont ruin this thread any further is this.

I never said anything bad about geisha house but cash seems to think hes superior to eveyone because of it

also im sorry you feel that way Xeno but you don't know what has been going on around here but it has been and i respect you sticking up for cash and i respect that you see me wrong, but stuff has been going on and i wanna know why? also that stuff in the snippet wasn't harsh at all, it was helpful and i appreciate constructive criticism.

as for darth its not the criticism i cant take, i like constructive criticism and i actually appreciated the comments on that model that is not what i was talking about.

for now cash if you would like we can talk over email.

@db user
i am really sorry for what happened in here i wish there was a delete post button

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Aaron Miller

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Posted: 4th Apr 2007 23:33           | link | toggle

@Darth Vader
thanks.

Dynamic isnt really a technical term in my eyes, just a term I sort of, picked up. Basically, it means that you dont have to have a preset ID for your objects, you can simply do this:
+ Code Snippet
cube=MakeCube(100) `100 is the size




Cheers,

-db


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Turoid

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Posted: 5th Apr 2007 02:07           | link | toggle

Quote: "Dynamic isnt really a technical term in my eyes, just a term I sort of, picked up. Basically, it means that you dont have to have a preset ID for your objects, you can simply do this:
"

And then I can do this?:

+ Code Snippet
position object cube,1,2,3


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Kieran

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Posted: 5th Apr 2007 02:48           | link | toggle

yes Turoid exactly

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Aaron Miller

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Posted: 5th Apr 2007 14:39           | link | toggle

Yes. Or you could add a twist on that:
+ Code Snippet
cube=MakeCube(100)
do
   turn object left cube, 0.3
loop


Cheers,

-db


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Silvester

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Posted: 5th Apr 2007 14:43           | link | toggle

Intresting,This way you dont have to do like:

+ Code Snippet
Make Object Cube 1,100
Cube=1
Do
Yrotate Object Cube,Object Angle Y(Cube)+0.3
loop


But

+ Code Snippet
cube=MakeCube(100)
Do
Yrotate Object Cube,Object Angle Y(Cube)+0.3
loop


I prefer the bottom one actualy

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Aaron Miller

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Posted: 5th Apr 2007 14:50     Edited: 5th Apr 2007 15:30     | link | toggle

yup PoD.

@everyone
Im going to add webcam support. Im also going to add in the ability to create pyramids as well.


Cheers,

-db


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Aaron Miller

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Posted: 6th Apr 2007 02:48           | link | toggle

Sorry for this, some what of a double post, but, I want to know what features you would all like to see in DAP.


Cheers,

-db


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Syncaidius

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Posted: 6th Apr 2007 07:15     Edited: 6th Apr 2007 07:16     | link | toggle

I wouldnt mind if there was a way to create objects using memblocks which have shared vertexes. DBP loads models that have shared vertexes (when created using an external program), it just doesnt seem to work when you try making one using memblocks.

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Roxas

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Location: http://forum.thegamecreators.com
Posted: 6th Apr 2007 13:40           | link | toggle

+ Code Snippet
cube=MakeCube(size)
do
inc angle,1
yrotate object cube,angle
loop

function MakeCube(size)
cube=FreeObject()
make object cube cube,size
endfunction cube

function FreeObject()
repeat
inc o,1
until object exist(o)=0
endfunction o




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Sixty Squares

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Posted: 6th Apr 2007 13:59     Edited: 6th Apr 2007 13:59     | link | toggle

@Full Metal Coder Roxas: That's what I was thinking

Anyway, a few of these things sound useful here (I say a few because I can't understand the rest due to my skill level ). Looks nice.

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Xenocythe

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Posted: 6th Apr 2007 14:06           | link | toggle

Roxas- but this plugin saves you those lines of code

This is looking good. Keep it up!


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Aaron Miller

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Posted: 6th Apr 2007 15:07           | link | toggle

@DBKing
I can try that.

@The Full Metal Coder Roxas
The point of the plugin is to help save you a few extra lines of code, keep your source small, and do stuff other plugins dont do.

@Sixty Squares
Thanks. What are the things you dont understand? I'd be happy to help.

@Xenocythe
Thanks.

@Everyone
I added a few things to the plugin.

Bitlists - 100% - These arent really special, or do anything you cant already do in C++. Its just a resizeable array of bytes, similiar to a memblock. I created this for my own reason.
Retrieve OS Version - 100% - Retrieve the OS Major Version, OS Minor Version, and OS Build. Helpful for debugging.

Still looking for feature requests.


Cheers,

-db

PS: A friend on MSN, Zotoaster I think it was, has requested a better version of DBP Vectors. Any one else want this feature? Also, I came up with an idea for better checklists, basically, just a normal checklist with extended functionality.


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Darth Vader

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Posted: 6th Apr 2007 21:31           | link | toggle

DB User I think your the best additon to the forums ever! Your making DB Pro come to par with C++! lol!

Okay I think I understand this 'Dynamic' but what if I wanted 2 cubes?
And then I wanted to distinguish them?


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Kieran

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Posted: 6th Apr 2007 22:01           | link | toggle

im guessing

cube1=makeCube(100)
cube2=makeCube(100)

but i'll let DB user explain that

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Aaron Miller

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Posted: 6th Apr 2007 22:08           | link | toggle

@Darth Vader
Thank you.
Yes, you could distringuish them like this: + Code Snippet
Sync On : sync rate 90
theRedCube=MakeCube(100)
theGreenCube=MakeCube(100)
color object theRedCube,rgb(255,0,0)
color object theGreenCube,rgb(0,255,0)
XPositionObject theRedCube,-150
XPositionObject theGreenCube,150
Position Camera 0,200,-600
Do
   YRotate Object theRedCube,wrapvalue(object angle y(theRedCube)+0.3)
   YRotate Object theGreenCube,wrapvalue(object angle y(theGreenCube)+0.3)
   Sync
Loop
. ^_^

@Kieran
Correct.


Cheers,

-db


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Syncaidius

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Joined: Tue Mar 22nd 2005
Location: United Kingdom
Posted: 9th Apr 2007 08:32           | link | toggle

Quote: "I can try that. "

I'd love to be able to make objects from memblocks which have shared vertexes in them.

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Aaron Miller

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Joined: Sat Feb 25th 2006
Location: Behind the trusty dumpster.
Posted: 9th Apr 2007 16:05     Edited: 9th Apr 2007 18:29     | link | toggle

You know, I was just thinking about that. Shared vertices seem to be able to be done with very little work, in theory that is. As, you would check which vertices are reused, then create seperate vertices for them. Or, perhaps a simple change in the FVF format. Well, i'll have a try at this anyways.

Anyways, does any one have any more suggestions? I have several ideas I have come up with, and that essence has given to me, as well as inspired me to build some stuff. ^_^

Cheers,

-db

[edit]
I added a new section, the WndConsole.
[/edit]


"We arent terrible people.... Horses are terrible people." - Peter Griffin
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Nemesis_0_

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Joined: Fri Dec 26th 2003
Location: Canada
Posted: 10th Apr 2007 00:07           | link | toggle

AA makes it worth $20 easily!

~*~ Life Is Temporary, Gaming Is Eternal ~*~
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Aaron Miller

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Joined: Sat Feb 25th 2006
Location: Behind the trusty dumpster.
Posted: 10th Apr 2007 02:18           | link | toggle

lol. Well, I want to add alot more than AA. I find it a little disappointing that AA is the high point of this plugin. Not that it adds about 180 commands to DarkBASIC or makes programming in general a lot easier. Well, I should probably make you guys a few more demos to hold you over. ^_^

Cheers,

-db


"We arent terrible people.... Horses are terrible people." - Peter Griffin
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