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DarkBASIC Professional Discussion / Creating a Level Editor

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Sasuke
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Posted: 18th Jul 2007 20:49
I never thought I would have inspired anyone, all I can say is good luck and can't wait to see it.
emmjay2
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Posted: 18th Jul 2007 21:37
The Level Editor loks amazing so far! Especially the toolbars!

I have a question related to this topic.

How do you save all the tiles on a matrix to an array so it can be loaded up and have all the tiles textured with the same texture as before? I've been struggling with this one for quite sum time!

my names emmjay
Try
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Posted: 20th Jul 2007 22:37 Edited at: 21st Jul 2007 02:24
Sasuke,
Nice work, keep it up

Quote: "How do you clip polygons using portals, so if there was an object in front of this terrain, the object would be the portal and any the camera can't see behide the object is clipped. How does this would work?"


If you want a short description of differnt Culling systems I can clear things a bit

Well alot of engines use this as their heart: they use hierachy based systems. What does it mean? Well, Imagine that you have alot of furniture that you've placed inside of your room(s), and you've got alot of rooms in a floor and probably a few/alot of floor in your building and inside your game world!

What should we do to check their visibility? starting from the furnitures? No, the opposite! Why? Here's why:

Many people use Nodes. So the world is the first and highest node in the hierachy. It's called the 'Root' node. In our example it's followed by the building, then floors, then rooms and so on.

Now if the Building's bounding volume is invisible/is not in the scene, then you don't have to check the floors, rooms and others one by one, so we don't render it's child nodes. But if the building is visible then we have to check for visible floors and so on and so forth. This is very fast and efficient. As far as I know DBP already uses frustum and back-face culling which are the very basic of culling techniques. (A node based system should be possible and not that hard to integrate!)

I think what you are talking about is not Portal culling/rendering! what you want is Occlusion Culling, which is based on querying the visible pixels on the screen. Most of the time we use to render the bounding volumes or a low quality version of the scene (lower quality or lower poly objects or both!)... so you have to render the scene once to figure out which objects are visible and which are not; to list the visible objects and prepare them for rendering. I'm not aware of an easy way of doing this in DBP, maybe a plugin or a shader could help taking the advantages of hardware occlusion culling!

Portals are mostly used for indoor scenes. the idea is to check if a portal(like a door) is visible through another and render the rooms based one this method. this one should not be that hard to implement in DBP. but you'll have to write a bunch of code to get to work. there are a few papers/samples on the web.(just google'em)

DBP also supports BSPs (for indoor scenes) but it doesn't seem to be working/that stable!

For terrains you might want to split them up (I think we already have this ability in DBP). so a simple frustum culling should boost things up. (a bit!)
(You might want to look for Octree, etc.)

I prefer a node based scene management + Portals for indoor scenes
(And sorry for my English, I'm not English and I still got to work on it!)

btw, your editor seems like a piece of cake! keep cooking some more

Best regards.
Sasuke
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Posted: 20th Jul 2007 23:13
Try,
Quote: "your editor seems like a piece of cake! keep cooking some more"

I loved that.
Quote: "(And sorry for my English, I not English and I still got to work on it!)"

I didn't even notice, your English is better than most English people I would say.

Thanks for all that information, it's great, I'll dive into it when I have the time. The reason I called it portal culling/rendering, was because Crytec said it was a portal based system for outside environments which I saw in a Crysis demonstration.

@emmjay2, still working on the best method for that. But have a look at the "Ultimate Terrain" thread and you might find your answer there.
Aaron Miller
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Posted: 21st Jul 2007 00:27
@Sasuke
Lets see some more screenies.

Cheers,

-naota

Sasuke
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Posted: 21st Jul 2007 00:39
Don't know if you read a few posts back, but I don't have access to my computer at the moment, due to my PSU blowing up. Soon though I be getting one, I'm currently using my friends laptop.
Try
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Posted: 21st Jul 2007 02:43 Edited at: 21st Jul 2007 02:47
Sasuke,
Quote: "Quote: "your editor seems like a piece of cake! keep cooking some more"
I loved that."

Yeah, I love cookies too! (j/k) (Also cakes and pies )

But...
Quote: "I don't have access to my computer at the moment, due to my PSU blowing up."

So no more cookie for now How about buying a Microwave?
(Hope you get to fix it as soon as possible, or go and buy one of those Micro...!... You know... Microwave... I love cookies... don't forget to use alot of nuts!)

Quote: "Thanks for all that information, it's great"

You're SO welcome, I'm waiting for your tasty cuisine! Or I'm gonna fry this little chicken for my lunch...... or this one ... how about this ... How about...... OK, I'll find something to eat!... Let's go...

P.S: I'm not that glutton! just wanna make some fun!

Cheers,
Try
da power pwnerer
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Posted: 21st Jul 2007 17:17
Try- lol i like cookies too


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
sp3ng
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Posted: 24th Jul 2007 10:23
ive bought a new PSU recently, ill send it to you (i want to see more of this editor!)


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Sasuke
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Posted: 24th Jul 2007 13:08 Edited at: 24th Jul 2007 13:09
That’s very generous sp3ng, I can't believe you'd be willing to do that for me. But I can't accept in my current situation, I wish I could explain but it's a bit more than computer related problem. I no this is a pain everyone, I wish I could be working on it now. But there has been some good that has come out of this, I've just got another job, and I'm borrowing money to buy a PSU. In the mean time I'm going to recreate it on my friend’s computer. So I thank you again sp3ng for your generosity. Cheers
sp3ng
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Posted: 26th Jul 2007 11:50
lol, thats fine, i need it for a new graphics card im getting


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jason p sage
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Posted: 28th Jul 2007 23:05
@Sasuke - Yeah bro - Your editor seems to have some very polished looking "parts" from what I've seen so far.

I'm a noob at culling etc - and portals - have no idea - nor manipulating vertex info or shaders etc... BUT I CAN say that I've gotten the best results by keeping individual textures down in size and limiting the number of things on the screen at one time - so far - my LOD skills are distance based - and work off a sectional grid - so as camera moves - the tictoe squares around the cam is all I work on - so I'm not looping through hundreds of things - just those in the "current" grid square I'm in and the surrounding ones get sized according to distance from cam...

That's my LOD advice - but I'm still crawling - as I'm constantly in flux changing game engine design in an effort to squeeze more frame rates - and get that HIGHLY tuned "foundation" to build on. I'm in the 3rd major rewrite of my tank game - and it only has camera views, some landscape - and a tank that shoots ! hahaha

Jason P Sage

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Sasuke
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Posted: 29th Jul 2007 01:00 Edited at: 29th Jul 2007 01:00
Cheers jason p, that’s the same LOD engine I'm using for my RPG, 2D grid method works the fastest for me so far but I'm playing around with others. For my FPSRPG I'm using a 3D grid instead because it's set in a large futuristic city and there are many height levels to the city (think Final Fantasy: The Spirits Within). On top of that I have a priority system that works out what objects need to be loaded with out compromising FPS when going into new areas, just in case someone has a low spec system there still won't be any pauses just certain object will be drawn a little later. And finally on top of that I have a system that changes your configurations depending on background tests. If a certain shader is to demanding on your system it will find the best setting for your system. Or a scene coming up has a high poly count, it will remove objects, change shaders and lower the image quality to suit your system for the scene.

There are some major bugs in the system so far and will take months to get where I want it but I think this I the best way to stop gameplay from being ruined. Reason for this system, is that in most games it will auto configure to your hardware without the game ever being played then you have to manually change settings until you get the best experience. I don't want that in my games, I want the player to get in and enjoy the game to the best there system can perform without ever experiencing a choppy framerate, though this can be turned off.
jason p sage
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Posted: 29th Jul 2007 03:01
Wow bro - that sounds pretty complex... and I want to do that kind of stuff too! (Lately my "engine" is crashing for unknown reasons and I SUSPECT problems with the ARRAY INSERT AT BOTTOM and ARRAY COUNT not working right possibly)

I went totally event driven - and I think it may be to much for DBPRo. the idea was - Add timer events - (For stuff with regular intervals) and windows style "Messages" for stuff you want handled next go round - (Both timers, user input, and just "triggered things" cause events to go on message queue - I think I might have hit a dbpro limit - because all the code works - but under strange circumstances it just crashs - no error messages nothing....

Back to the LOD stuff - Are you getting good performance on the 3d version of the LOD "grid" thing? Do you limit how many things you have in each grid square?

Just curious. I really want to get my game to the next level - big plans yada yada... but hearing other's helps you know?

Jason P Sage

Know way too many languages - Master of none
sp3ng
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Posted: 29th Jul 2007 13:03 Edited at: 29th Jul 2007 13:20
i recently read an article about optimizing terrain, it basically works by judging the flatness of an area and cutting down the detail in those areas it creates a fairly complex wire frame though so I'd only recommend doing something like it in the final terrain build

i'll try and find it again and add the link here
EDIT: here it is http://www.shamusyoung.com/twentysidedtale/?p=141


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Sasuke
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Posted: 1st Aug 2007 23:49
Didn't see your edit sp3ng, thank you greatly. That's a great link, I read it from start to finish and I'm exploding with idea's. If there's anyone else making terrain engine's at the moment, you should also check out the link. I'm going to do some research on the DBP forums to learn how to manipulate meshes, can anyone lead me to any good links? Cheers and thanks again sp3ng
sp3ng
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Posted: 2nd Aug 2007 14:13 Edited at: 2nd Aug 2007 14:44
glad you found it useful, i read it all, but decided to leave it till later once i got to the research pdf, i will go back and read in detail when i need to though

EDIT: at the moment i am working on matrix editing for the groundwork, how did you go about it, i tried dismally to create a circle that would follow the mouse around on the terrain (i think i need to learn a few more advanced maths commands), cause at the moment i am porbably just going to do a thing were you drag each individual segment corner up and down (until i get the previously mentioned editing style to work)

EDIT EDIT: also, with your clipping problem, i might be missing something but why not use the dbpro cull system (or does this still render the object even if it is behind another and just not show the back of the object)


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jason p sage
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Posted: 3rd Aug 2007 01:57
HERE HERE - I Too enjoyed that read immensely... however did you read how long it took him? UGH

I'm thnking if you understand the vertice commands you can do what he did in DBPro or DarkGDK... making your own "triangles" (polys naturally) and optimizaing them. I guess that's what you guys are doing here.


I wish there was a better explaination or sample of how vertice commands worked in DBPRO so I could try making my own - "Read a bitmap - make a terrain" thing versus advanced terrain if I chose to ...

Jason P Sage

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Inspire
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Posted: 3rd Aug 2007 18:03
Your level editor is looking really nice, Sasuke.

I too am working on a level editor, based on the CryEngine Sandbox Editor. I am nowhere as far as you (probably due to lack of time), but I have a basic question.

I can't seem to find a decent way of placing objects. I know how to position them, rotate them, etc, but I have no idea how to create new object numbers for the new objects being placed. What I have been doing (as a placeholder) is just increasing the object number every time an object is placed, but when I delete the object, I can't reuse that number. That means a messy source, and a lot of wasted object numbers. I was wondering how you did this.

Thanks.

BatVink
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Posted: 3rd Aug 2007 19:01
When I create a new object, I give it an object number that is recorded in the array of objects. It retains that number whatever happens to it during the life of the current session.

There are more than enough object numbers to keep you stocked up for a level-making session.

DarthVader 335
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Posted: 5th Aug 2007 03:45
i've been looking at your level editor pictures they look great!!
when you finish it you could probably sell it!
Best of luck!!

STAR WARS ROCKS!!!
Sasuke
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Posted: 12th Aug 2007 02:41 Edited at: 12th Aug 2007 02:42
Inspire, basically what BatVink said though I'm looking into the different methods.

DarthVader, I thought maybe, or I could release it with one of my games I'm working on, not sure, maybe both. I'll have to see how well it turns out.

While I haven't had my computer, I had a laptop handy. My editor is module based, so I thought I would make a few while away from my comp. I was looking at my Gui system and was wondering how I should make the interface. Well I mean, look at this:



Ok, I made that in DBP and all the other gui's you've seen so far, then put all of it into a text file(not any of the text Btw, just the color values), but is this the best way. Should I make them outside of DBP and store them as an image like alot of other editors out there. I just seemed easier at the time to create them in DBP though time consuming.

Note, I do have a trick up my sleeve for this Btw, you can switch between a system(DBP created) based or image based gui. The images just replace the system images and take on the sizes/position and movement(added some flash elements) of them.
sp3ng
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Posted: 12th Aug 2007 14:04
at the moment ive just been messing around with the cryEngine sandbox to look for cool features, ive forgotton how good it is (i hadnt used it in ages)


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PowerSoft
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Posted: 12th Aug 2007 21:38 Edited at: 12th Aug 2007 21:40
Sasuke, An idea could be to use a Lua script file...
An example file may be:



Then in DBP I would readthe Menu array, this gives me a table name reference. Then in DBP I could do,



This is obviously a basic example that probably contains some horrific syntax errors but this at least shows the point. This code is based on Unity.

Cheers,
Rich

[edit - fixed some stupid typos]

The Innuendo's, 4 Piece Indie Rock Band
http://theinnuendos.tk:::http://myspace.com/theinnuendosrock
Sasuke
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Posted: 12th Aug 2007 22:02
PowerSoft, I've made a system thats based on Lua, though I'm thinking of switch to Lua. The issues I'm having is how to store gui images and creating them. As I said in my previous post I made all the gui images using DBP. I was wondering if it would be better to make them on something like photoshop for DBP to use.
sp3ng
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Posted: 13th Aug 2007 04:43
ive just created my own expandable menu system in dbpro, it needs some cleaning up but i might post it on here when i can for everyone to use (if they want too)


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Advancement Games
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Posted: 14th Aug 2007 19:11
Will the editor allow for saving entities that can be used in the game. For example, making a player spawn object that is given properties and can be read in the game?
sp3ng
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Posted: 16th Aug 2007 04:46
thats the idea behind mine, so i believe that sasuke has that in mind also


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Advancement Games
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Posted: 16th Aug 2007 23:04
Cool, any new updates? Hows the search for a new PSU going?
jason p sage
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Posted: 16th Aug 2007 23:31
We Want More ... We Want More .... We Want More ...

Cheers

Sasuke
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Posted: 17th Aug 2007 01:47
Can't wait to get paid, so I'm selling a ton of movie's tomorrow, chucking the cash into the bank and ordering a PSU that day. The only thing is I'm not sure is where to order it from. Any idea's?
Sid Sinister
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Posted: 17th Aug 2007 02:10
Newegg

Awesome site. Do you need help finding one/bang for the buck? Email me and I'll help you out.
Sasuke
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Posted: 17th Aug 2007 02:54
My Spec:
- AMD 64 X2 3800 2.0ghz Overclocked to 2.6ghz
- 1 x nVidia 7800 GTX 256 MB
- 2GB DDR2 PC6400
- 2 x 250 GB sata hard drives
- 2 x optical drives

Not sure how much I'll get for selling the movies but I was thinking something along the lines of:

From:
http://www.ebuyer.com/UK/product/126928

To:
http://www.ebuyer.com/UK/product/90609

I usually use ebuyer, but I'm scanning Newegg now, Cheers Sid.
Sid Sinister
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Posted: 17th Aug 2007 15:59
Just a couple of warnings Sasuke. I'm not sure how tech savvy you are so forgive me if you already know all this . Make sure that if you have a 24 Pin motherboard you get a 24 pin PSU, and vise versa. Or get a 20+4 PSU, but if you do, make sure it has another 4 pin connector for your processor too. Also, make sure you have a PCI Express cord on your PSU. I'm not to sure if your Graphics card uses that or a floppy connection for power, but it's a good idea for expansion purposes. If it does use floppy, make sure your PSU has that too (don't all anyway? lol).

I'd rather see you go with the antec. I have the 600W version of that and it's very nice. I'm not sure if newegg has a station overseas or not though, so buying from ebuyer might be better for shipping/time purposes.

Cheers
Sasuke
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Posted: 17th Aug 2007 16:26 Edited at: 17th Aug 2007 16:27
Thanks for the advice. I'm kind of tech savvy and I'm just getting a PSU thats nearly the same as my old one. I think it was an Antec True Power or something. I think it's best to find a product that's got alot of review's. You'll end up finding that someone got the same system as you and the PSU worked perfectly, plus with oher great review's it just confirms it's a good product.

Depeneding on how much I get I'll go for the Antec or the next model up and lower the delivery date. Cheers again Sid, I'm still looking at Newegg, there's some great finds on here.
Sid Sinister
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Posted: 17th Aug 2007 16:58
Yea no problem . I love newegg, I get all my parts from them. They have some of the lowest prices on the net (and in stores) and they have lots of reviews on their products. I hope you get some good money from your movies! We're all waiting to see what happens next here! Your work is great. Do you plan on documenting this all or laying some ground work for others to follow once your done?
Sasuke
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Posted: 17th Aug 2007 18:12 Edited at: 17th Aug 2007 18:14
I document most of my work and ground work, I was thinking of droping some throughout the project. That way I can see what needs to be optimized and can see how other people use it. I was also think of adopting a few Unreal editor feature but not to sure yet. I wish there was a guide that teachs you the in's and out's of level editor design cause sometime I'm just lost.

But first thing first, I got enough money for the PSU(good times) but can't make it to the bank in time(bad times), so i'll have to wait till tomorrow. I'll post tomorrow if theres any updates.
Sid Sinister
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Posted: 17th Aug 2007 18:57
Quote: "But first thing first, I got enough money for the PSU(good times) but can't make it to the bank in time(bad times), so i'll have to wait till tomorrow"


Lol, I hate it when that happens

I'll do a little poking around for you for a design doc for a level editor and see what I can come up with. I'm not to sure there is such a thing though. I'd say just starting adding feature after feature trying and to replicate stuff you like.
jason p sage
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Posted: 17th Aug 2007 23:20
@Sid Sinister - (Sasuke and Alquerian may agree/be interested) -

Like many here - I'm writing a game. I don't have the fanciest Terrain Engine - shoot - I'm AT all day. (Otherwise I'd still be writing a terrain engine also... and my helicopter wouldn't fly, nor my tank drive yet)

I think a list of features is a must have - and do your best to fulfill them is an honorable endeavor.

The reason I'm writing however is that during the course of writing a game there are definate patterns with how one eventually handles all their objects with respects to DBPro Syntax, Arrays, and overall "compromised" technique - tradeoffs for speed vs. OO style occasionally and the like.

I personally think (generally speaking - have not used DBO yet) that have a level editor that encompases things from terrain scale to individual model scale, rotation, textures to apply, properties etc.. if stored optionally in the end "file format" in such a way that the data can be loaded with either a generic routine or be done by cutting up the "demo load routine" to suit to personal taste or tailored for a specific "Game" or "other" application would be really cool.

Example: GeoScape - Set sun Direction, Scale X,Y,Z, Size of Heightmap - bang - it merges textures and lets you save "parts" or the whole native format. (If native could be read via a routine in darkbasic... with actual source code so one could hack at it .. it would be perfect.) This application doesn't let you place models, or burn shadows of fixed object. Now that would be cool!

Placing Fixed/Static objects and being to state "Instance, cloned, scale etc" would be execellent - especially if it could bake the shadows... more so if it could add "fake" lights and add those burns as well!

for me the issue is - that I often put all my models in their own little arrays - so I can process them in one loop - in a source file just for them. I'm starting to think - when considering level builder stuff - that maybe I need a big "loop for everything" and using a select statement to process accordingly... but .. in DBPro.. this gets slow if static and non static are in same array... those IF's add up to degraded performance.


I guess my overall point is that I hope something arrives soon that has cool features but also can hand out the media a number of ways - and also comes with DBPro source that can load and display any level made with "vaporware" (yet to be written/finished) terrain editor.

This whole terrain thing has frustrated many on the forums and I too have pondered the idea of making a terrain editor - but enough cooks in the kitchen now - plus I wouldn't be working on my game then - my real joy.

Ah well.. I hope you all have a good weekend - and If I'm MIA - its because I'm trying to now make my helicopter fly more realistically and hopefully be able to shoot missles - both heat seeking and FFAR (Folding Finn Arial Rockets.. little more aim and hope) The machine gun would be neat also - Fly one way - point mouse and click to shoot at same time... should be fun. Ok... Later all... enough ranting from me...

sp3ng
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Posted: 18th Aug 2007 04:29
Quote: "Make sure that if you have a 24 Pin motherboard you get a 24 pin PSU, and vise versa"


i bought a psu recently and it was the first time id done this so i didnt check that

anyway im attaching a version of my editor, all it has is half a GUI and the ability to fly around a matrix


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Sid Sinister
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Posted: 18th Aug 2007 05:14
Thanks for the long post. Yea I understand your point though, everyone has a different system of doing things so it's hard to cater to everyone. I think we both are in agreement in saying that once a "one level editor to rule them all" type editor is developed then finally the majority of the noob questions and problems will cease.

I said it above and I'll say it again. This part of making a game has a huge learning curve when it really shouldn't. I mean getting your character to walk on any terrain should be a simple as getting one to walk on a matrix (Everyone with me!). DBP favors the matrix commands like no other language I've seen and it's really unfortunate that it is that way. Because of that we have a huge learning curve for beginners which results in more questions, more frustration and a tarnishing word of mouth reputation. And it's not only DBP's 3D terrain commands that are the problem, it's the lack of advanced collision technique too, as if one leg being chopped off wasn't good enough now we have both (a play on how hard it is to walk on terrain, LOL! Get it? Huh huh? )

Ok, so DBP's 3D terrain and collison commands aren't up to par. What do we do? We turn to forums users to develop other ways. The result? Sparky and Advanced Terrain. Both excellent DLL's mind you, but they are not perfect (far from) and even more important from a business aspect First Party, and they should be (Not necessary Sparky and AT, but excellent Collison and Terrain commands that is).

And just to wrap things up on things lacking in DBP is the fancy stuff for 3D. Shaders, Baking, HDR/Bloom ect... I hardly even know what I'm talking about here as I'm still a noob in coding all this stuff but it seems like you can't get very 'high end' without some major, sketchy, third party .dll work or some awesome god power touch. Even the examples floating around the web and the gallery hardly feature any of this high stuff.

NOTE: Lets get something straight too. I love TGC and I love DBP. All of these critiques are of good nature and no flame war is needed. If you disagree, I'd love to hear it. But lets keep this professional no?
Sasuke
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Location: Milton Keynes UK
Posted: 19th Aug 2007 20:32 Edited at: 19th Aug 2007 20:54
jason p sage, I know want you mean by AT all day. Of late I never worried about terrain because my game is based in a large scale city which is still growing where the outside world is a polluted. The city is surrounded with a barrier and beyond that are wastelands (or is it...). Anyway I eventually needed terrain and considering what stage we are at in terrain development, they won't suit my city (picture Final Fantasy: The Spirits Within city). So I’ve been burning many hours in front of a screen trying to create a terrain engine worthy of my city, but no luck. So I'm currently (before my PSU blow) researching in many different methods and experimenting with them and studying shaders. Anyway cheers for the info, I think we all love your ranting and good luck with the helicopter

sp3ng, I wish I could test it but I’m guessing the display mode is set beyond the resolutions of this laptop, but soon. Maybe you could post a picture.

Sid Sinister, One level editor to rule them all would be cool, I guess that why it’s a good idea to construct a modular level editor. It can be forever expanded by the creator and the users. All there creator would have to do is keep patching the level editor to able to have a wider range of features and optimize the way at which it accesses modules.

DBP could be a whole lot easier at making games, but if you think about, where would the fun be if it was all laid out for you. There also advantages to this, if you wanted to further your carrier in computer games you would have more knowledge to back you up and you would be better at problem solving(just using DBP for a year and you can tell you’ve improved). I love a challenge though, if only DBP wasn’t so limited in some areas or so hard to implement as small feature like walking on a terrain or shadows(and shadow have been around for years, but we seemed to get a basic, not really suited for games shadow option). I still love DBP and anything is possible, it’s just down to time.

News – I’ve ordered my PSU ^WooHoo^, may take some time before I get it though, but hopefully soon.
sp3ng
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Posted: 21st Aug 2007 14:15
this new version will check if you can display the resolution of the old one (1280 x 1024 x 32), if you can it sets it to 800 x 600 x 32

to really see it in its glory you need to see it in a higher resolution


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sp3ng
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Posted: 21st Aug 2007 14:21 Edited at: 21st Aug 2007 14:23
and heres a screenie in 1280 x 1024

EDIT: as you can tell its only half finished


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Sasuke
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Posted: 21st Aug 2007 16:03 Edited at: 21st Aug 2007 16:03
I think this laptop won't run it because the resolution needs to be widescreen, still the picture is looking great. How did you set your menu system up, would it be easy to add more menus in DBP or outside of DBP. I think mine you just add a feature ID name to the menu/toolbar you want it under in a script file, and it will search for that feature (create early) and add it to that menu/toolbar. If the feature has an error it will appear in the menu/toolbar with a C(corrupt, may change this) next to it and won't be able to excute(still a few bugs though).
sp3ng
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Posted: 23rd Aug 2007 07:33
i dont have the ability to add items outside of dbpro, instead all i do is setup the item like this

i then do this for the mouseover image and the down image (except using .OverSprite or .OverImage instead of .Sprite or .Image)

and when defining the action to take when clicked there is a select case structure which you can add to (it gets the name of the item currently being questioned which is defined in the item creation)
e.g.


if you want the source code i can upload it tonight


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jason p sage
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Posted: 23rd Aug 2007 12:58
I've written a few gui in my day - and generally speaking you want to write generic Menu and drop down routines so that as you add to them they "draw" correctly and clicking reports the "ID" of that option.

I only mention this because it looks like you might possibly be writing hardcoded widths and stuff.

Also, direct X has a controls widget lib for it - I think BlueGUI uses them but I'm not sure.

sp3ng
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Posted: 25th Aug 2007 03:15
im just hard coding some parts for the time being, but once i get it all working im planning on making it as flexible as possible

heres the source anyway


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jason p sage
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Posted: 25th Aug 2007 14:26
From a quick glance - your source code looks decent. Populating UDT's (So number of items can be dynamic - if not 100% yet later easy to fix)

Overall - Decent Design bro! Having UDT's desribe each menu element is key. You may find that the only difference between horizontal, vertical, and popup-(side) menu's is the rendering, meaning ALL "clickable" menu items are in the same UDT, with a variable for level or type or both to allow you to discern.

(I didn't analyze your code - just saw how you broke things out and that your design looks expandable. Good Job.)

sp3ng
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Posted: 26th Aug 2007 01:16
thanks, as for controlling the elements of the GUI, later in the code i just break the update function down into each element and control each element one after the other (e.g. controling the menubar, then controling the windows, then the text boxes, etc. you wont be able to see this in that code though because i havent added those things yet)
and despite performing many for-next loops i get pretty decent fps rates


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