Hi Kenjar,
No, it does not convert to Windows Forms Controls or Components.
Actually, it is a collection of classes to take away the worry about managing. There are more thins implemented/being implemented/planned for it.
Here's a small comparision:
DGDK.NET Spinning Cube code:
using System;
using System.Collections.Generic;
using System.Text;
namespace SpinningCube
{
class Program : CDarkGDK
{
static void Main(string[] args)
{
InitDarkGDK("");
oDB3D.MakeObjectCube(1, 100);
while (oDBP.LoopGDK)
{
oDB3D.RotateObject(1, oDB3D.ObjectAngleX(1) + 0.1f, oDB3D.ObjectAngleY(1) + 0.2f, oDB3D.ObjectAngleZ(1) + 0.3f);
oDBCore.Sync();
}
}
}
}
Same thing with DarkEngine:
using DGDKLib;
using BlueOrb.DarkEngine;
using BlueOrb.DarkEngine.Basic3D;
namespace deCSharp
{
class Program : DarkEngine
{
static void Main(string[] args)
{
InitializeDGDK("");
DarkCube theCube = new DarkCube(10);
while (LoopGDK)
{
theCube.Rotate(theCube.AngleX + 0.1F, theCube.AngleY + 0.2F, theCube.AngleZ + 0.3F);
DarkText.Text(0, 0, DarkDisplay.ScreenFPS.ToString());
DarkCore.Sync();
}
}
}
}
This is a simple code and it might look like unnecessary, but imagine a game with thousands of objects? Having to know each numeric ID is a pain.
Using an instance of a class is one the foundations of OOP, and that's what DarkEngine adds to DGDK.NET. DarkBasic Pro is structured programming, and in my personal opinion, using DGDK.NET without DarkEngine seems like I'm programming in a structured language, unable to use all the power of .NET Framework, which is 100% OOP.
I hope I have clarified things for you.
Again, about WF Controls and Components, I think it IS possible to do it, but only with a PictureBox and Windows Forms projects, but it is a possibility. Great idea! Are you doing it? If not, it might be a nice feature in a near future. I'll give it a try after release of v0.3. Thanks =)
Best regards,
Thiago