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DarkBASIC Discussion / SAS Elite Pvt Rakosi - Bullet code

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Jess T
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Posted: 18th May 2004 11:16
Hey SAS Elite Pvt Rakosi,

You posted that you were having speed problems when using my multi-fire bullet code.

Try this code, and tell me the Frame Rate you get ( in the upper left hand corner )



What I've done there is changed the sphere's to Plains, which has made each bullet go from about 100 polygons each to just 2.

Should give you alot more speed.

If you want the plains to look round, then what you can do is make a Circular image, surrounded by black, then load the image in with the transparency flag set, then use that as a texture

Hope that helps.
Jess.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
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Posted: 18th May 2004 11:58
Is it me, or is it that when you color an object darkbasic will run slower? Just figured that out >_>

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Dr Crazy
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Posted: 18th May 2004 22:33
Maybe... Emperor Baal...maybe...well my game has speeded up a few FPS thanks to Jess (Thanks alot Jess! You're the best!) but what I've found is my game has quite a poor FPS even though I've fixed Jess' Bullet Code and I don't have object collision...hmm it maybe the high-poly jeep I have...

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Jess T
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Posted: 19th May 2004 16:06
Quote: "is it that when you color an object darkbasic will run slower?"


Yep, it sure does, because what DB/P does is create a mip-mapped texture and uses that as the colour. And for some reason ( I can't remember why now ) that runs alot slower than if you had of loaded in your own texture and used that.


Quote: "it maybe the high-poly jeep I have..."


lol, yeah, DB can't handle too many poly's at a time! lol

Jess.


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Posted: 19th May 2004 20:04
so how is DBpro at handling polys compared to DB?
The more I read these forums the less confident that my time is not wasted learning DB/DBpro. I mean are we talking less than Playstation one could handle in poly count or closer to PS2. Is it even possible to make a PS2 quality game in DBPro? (Assuming you had a very talented artist,that new a thing or two about making good looking low poly models).
Jess T
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Posted: 20th May 2004 15:49 Edited at: 20th May 2004 16:01
Corporal Tunnel,

DBP's Poly handling is alot better from what I can gather ( I haven't put it to extremes as yet, but that's cos I code wisely, so I have a minimum of polygons onscreen at a time ).

But, you musn't forget, when they make games for consoles, they are programing to a VERY specific computer system.
The PS2 has specific Specs ( ie, Video speed is xx, processing speed is xx, RAM is xx etc etc).

Then, if you are making games for a PC, you have to factor in many, many things. For example, one PC may have the latest Raedon 512MB video card with 2GB RAM-BUS and a 3.2GHz AMD proc, whereas the next PC may only have a 16MB TNT with 128MB SDRAM and only a 1.2GHz P2.

On that faster PC, DBP could handle alot more poly's than any PS2 game. But, on the slower PC, you'd probably get the BSOD ( Blue Screen Of Death ) in 98.

If you know your stuff ( programming wise ) and can set up your game so that it is efficient, and doesn't lagg on things that it shouldn't ( like most proffesional programmers ), then, sure, you should get out of it what you put in...

And, on top of that, it's like you said, "Assuming you had a very talented artist,that knew a thing or two about making good looking low poly models", you could quite easily make a TOP NOTCH game in either DBC, or DBP.

Basically, the only limitations of DBC is that is stuck on an older version of DX and that some of the in-built commands could have been optimized a bit more ( but easily solved with a simple DLL ).

The only limitations with DBP atm are the bugs that it contains ( lot's of little ones unfortunatly ) Which should be fixed in U6, meaning massive speed increased, and general releif for those that have been using workarounds for almost a year.

The only other limitation is your imagination and skill.

If you're just indi, with no real experience, then you won't get anything more out of DBP than you are willing to put into it...
But, if you take your time, and learn the language, and how to manipulate it to your advantage, then you can acheive some amazing things with it.

Here's just a few examples of what can come out of these two languages:
DBC:
Star Wraith 3 ( Home Page )
Strut Your Stuff ( Home Page )
Stoked! ( Home Page )
Tito the Bouncing Alien ( Home Page )
Firewall ( Home Page )
VANseam ( Home Page )
Driving Test Sucess ( This is one of the best products from DBC to date, and it shows by the sales that it makes!! [ Think W&H Smiths Best Seller! ] )

DBP:
Room War ( One of the Highly notable entries for the AlienWare Comp... So Highly notable, it won, lol )
The Lab Demo ( Home Page )
DUO ( Home Page )
MULTISCAPE Landscape Editor ( Home Page )


That's all I could find for now... But for anyone that want's to, be sure to add to that list

Don't be dis-heartened by these forums... Try to listen to what the MOD's say, and what the "experienced" people say, cos almost everything else is Newb bull-cr@p.

But remember, a proper project has multiple programmers, multiple texture artists, multiple sound engineers, multiple this, multiple that...
So, if you're on your own, no matter what language you try, you'r gonna have a hard time unless you're deticated.

Hope this helps.
Jess.


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Posted: 20th May 2004 22:26
Thanks for the advice Jess . Well, I'm making SAS Elite AND Time Fighters on my own...I haven't managed very well but its going OK. You're right. If you wanted to make a commercial quality game - you need people who specialize in stuff. There's only one prob - I live in an area where none of my mates are PC genius' like me well maybe one day me, you and some other people could make an absolute BRILLIANT game...what do you say?

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Jess T
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Posted: 21st May 2004 05:16
Possibly... possibly...

I'm already commited to ausukusa, so I doubt I can start anyhing else any time soon ( infact, for a very long time, as release for our projects isn't for many years yet ).

But, if you're willing, and have the dedication, you can make anything you want to

Jess.


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Posted: 21st May 2004 21:20
Yeah I very much agree with you Jess. Well good luck with your proj and I wish the best (with your help, the game will probably be superb ).
Thanks again for the help and I just wanted to say it wasn't your code that slowed my game down, it was object collision! DOH! But thanks for the fixed code, it improved FPS :p.
Cheers,
Nick Rakosi.

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Jess T
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Posted: 22nd May 2004 09:00
Anytime Nick, Anytime

Jess.


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Posted: 26th May 2004 15:25 Edited at: 26th May 2004 22:31
How do you make math/object collision of your bullet code Jess?
Basically, I type:

It says 'Object does not exists'.
Please help!
Cheers,
Nick.

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Jess T
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Posted: 27th May 2004 17:38
What you gotta do is something like this:



But that's only if the bullets are numbered from 2 to 22 ( just use the same numbers as you used when the bullets are first created

Jess.


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Posted: 27th May 2004 21:58
Thanks Jess I appreciate your help but I have one problemo... you see, the collision is not detecting for some reason and then when I changed the bullets back to spheres it detected...what could be wrong???
Cheers,
Nick.

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Jess T
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Posted: 29th May 2004 06:48
Oh, you have to set collision on for the bullets. I shoulda told you that before, sorry.

In my original code, just at the start, before the line;

Put in:


That should fix it up for you ( assuming that you've set collision on for your enemy too )

Jess.


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Posted: 29th May 2004 13:00 Edited at: 29th May 2004 13:02
Well its still not working but I want math collision (cos its faster!) and well I have typed this code in but it doesn't work:


What could be wrong here>?
Cheers,
Nick.

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KC27
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Posted: 29th May 2004 15:08
I would suggest nuclear glory.....but thats just me....you get a long of bang for your buck.

Give All The Credit Away
Jess T
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Posted: 29th May 2004 15:47
I'm not too sure what's wrong with that...

Here, I'll rewrite it for you so it's a bit simpler to read, and thus to debug;



Ok, I just had a look at that code, and it looks alright, i don't know why it wouldn't be working...

What's happening? Is it producing an error, or is it just not detecting the collision like you expect?

Dont forget that the bullets have a life span, after moving so far, they are destoryed, and recreated... So, if they don't reach the target in that distance, then the collision wont happen... Try increasing the value of the bulletlife variable in my code.
" Bullet(bulletnum,1) = 40" that's the line... change the 40 to something larger...

Jess.


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Posted: 29th May 2004 19:35
The Lab Demo- What is it!

Good Games Are Made by Powerful Coders
Dr Crazy
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Posted: 29th May 2004 23:47
(Z if you wanna know what it is then make a seperate topic )
Well:
1. I'm a cheep-skate and I don't buy anymore than I need to.
2. NG Collision (no offence to nuclear glory) is not all glorious because you can make just as good if you make an effort. Ok, so DBC/DBP aren't very good but if you get to learn math collision (Like I am) you find some interesting results. I made sliding collision SIMPLY by typing:


It takes a while to get the EXACT co-ordinates but it saves you $10 and its not all that bad...anyway - Thanks again Jess (You must be a professional naturally!) you have aided me once again! Like you said:
Quote: "
Anytime Nick, Anytime
"

Cheers,
Nick.

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Jess T
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Posted: 30th May 2004 22:30
Quote: "Thanks again Jess"


Anyti... Oh... lol

Quote: " (You must be a professional naturally!)"


lol, not quite... But I do know a fair bit about the way DBC and DBP works, and I've been helping out on these forums for a fair while now, and have picked up ALOT of handy tips.

It's all just a matter of making an effort just like you said

Jess.


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Posted: 31st May 2004 19:44
Yea. Hey Jess I added you to my MSN!

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