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Dark GDK / A few questions about the Dark GDK .Net

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KiBa Laboratories
17
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Joined: 8th Nov 2007
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Posted: 8th Nov 2007 20:42
Hi there

I'm a "long" time (almost 4 years) C# programmer and I'm thinking about buying the Dark GDK .Net. I tried to do something with XNA but found the requirements on the end user side to much for hobby and indie projects, plus I really want to do actual game programming and less lowlevel engine coding. But I have a few questions first:

1. what does the end user need to run the programs? I read something about a ActiveX thing. Could you clarify?

2. what about the future of the GDK? I don't want to invest money now to have updates and support ended in 2008...

3. is the GDK fast? Does it have optimizations build in or is it just "render all meshes at once"?

4. are there any good tutorials to get started with HLSL and the GDK? Because shaders are something I really want to use myself in the future.

Thank you

© 2007 KiBa Laboratories
CattleRustler
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 8th Nov 2007 22:22
Quote: "1. what does the end user need to run the programs? I read something about a ActiveX thing. Could you clarify?"

They need your game distributables, and a one-time installation of the dgdk.net com/ax component, thats it.

Quote: "2. what about the future of the GDK? I don't want to invest money now to have updates and support ended in 2008..."
Support and development are ongoing for dgdk.net - some interesting things are on the horizon

Quote: "3. is the GDK fast? Does it have optimizations build in or is it just "render all meshes at once"?"

Since dgdk.net/dgdk are using the DBP DX Engine, they contain whatever optimazations that the DBP DX core contains. Maybe Apex will comment more on this issue.

Quote: "4. are there any good tutorials to get started with HLSL and the GDK? Because shaders are something I really want to use myself in the future."

Not too sure about tutorials, but if you read up on DarkShader it may be benificial because DarkShader at some point should be ported for dgdk.net, as well as other TGC dbp packages. Dont ask me for a time frame however. I am waiting for DarkPhysics and DarkShader myself

hope that helps somewhat.

My DBP plugins page is now hosted [href]here[/href]
KiBa Laboratories
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Joined: 8th Nov 2007
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Posted: 8th Nov 2007 22:26
Helps a little bit, thank you. Now waiting for some information from ApeX.

As for the shader topic: I don't know if I want to really spend some more money and use DarkShader...

© 2007 KiBa Laboratories
APEXnow
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Joined: 15th Apr 2003
Location: On a park bench
Posted: 9th Nov 2007 19:57
KiBa Laboratories

Quote: "1. what does the end user need to run the programs? I read something about a ActiveX thing. Could you clarify?"


1. DGDK.NET is effectively an ActiveX component that embodies the DarkGDK engine. Although Interop is needed to communicate with the library, it's pure native internally, and therefore benefits from optimised compiled code. The ActiveX control can be installed using the DGDKSetup.exe application that comes with the toolkit. It's also available from the tools thread within this forum. The installer can also be called from your own Setup procedure using silent mode, so no dialog boxes and such. The reason for the installer being this way, is that it also installs prerequisite runtime components needed by the ActiveX control. Including native C++ Runtime library for x86 systems.

Quote: "2. what about the future of the GDK? I don't want to invest money now to have updates and support ended in 2008."


2. Support for DarkGDK.NET is always going to be provided.... to my best ability. I've struggled with work committments of late which has caused a little difficulty in providing the extra support and attention the product deserves and needs, but I will do my best to follow through on all counts. And as CR as mentioned, a bright future awaits.

Quote: "3. is the GDK fast? Does it have optimizations build in or is it just "render all meshes at once"?"


3. As mentioned in response 1, the ActiveX control is pure native, but is slightly slower than the (C++) DGDK version because of the Interop layer. It also lacks the Object Oriented Programming concepts, hence there is a free wrapper known as LightEngine (Author: kBessa) who has kindly made the toolkit alot more friendly for C# and VB.NET developers.

Quote: "4. are there any good tutorials to get started with HLSL and the GDK? Because shaders are something I really want to use myself in the future."


4. Unfortunately, there are not any detailed tutorials to my knowledge. The toolkit does come with both C# and Visual Basic.NET samples, relatively easy to understand. They don't go into technical aspects, but they do demonstrate what is possible with the toolkit in a very short period of time. And of course, you have the DGDK community right here. We're always happy to help when ever we can.
I hope this answers your questions, but please feel free to probe further on any aspects that are not clear.

Paul.

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