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Newcomers DBPro Corner / Can DBPRO Make Something Like This?

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Bozzy
18
Years of Service
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Joined: 10th Sep 2006
Location: Birmingham, UK
Posted: 17th Nov 2007 18:45
http://www.garagegames.com/mg/snapshot/view.php?qid=1163

Its a game (like tribes) from Garage Games. I've already made something similar in their Torque Game Engine Advanced, but I want the proper flexibility that DBPro offers. Will the engine be fast enough d'ya think?

Cheers,
Bozzy

"I'm a firm believer that if a team scores one goal, then the other has to score two to win."
Nemesis_0_
20
Years of Service
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Joined: 26th Dec 2003
Location: Canada
Posted: 17th Nov 2007 18:52
Depends on how well you code
Bozzy
18
Years of Service
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Joined: 10th Sep 2006
Location: Birmingham, UK
Posted: 17th Nov 2007 18:55
So, the speed of multiplayer plugins and the speed of the overall engine will be fine as long as I code well?

I say this because Torque was designed for this type of game, but I want to make something like this in DBPro to use all of the plugins I've bought!

Cheers,
Bozzy

"I'm a firm believer that if a team scores one goal, then the other has to score two to win."
Nemesis_0_
20
Years of Service
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Joined: 26th Dec 2003
Location: Canada
Posted: 17th Nov 2007 20:12
Im not really what you would call a programmer... Im a designer and musician... its what I do... You will frequently see me posting for help on these forums because i know very little, but that doesnt make what i'm about to say any less true....

The question isn't can DBP do this, the question is can YOU do this with DBP.
Eevil Weevil
17
Years of Service
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Joined: 1st Aug 2007
Location: Wherever you are, I wil follow
Posted: 17th Nov 2007 20:35
Quote: "The question isn't can DBP do this, the question is can YOU do this with DBP. "

Well put Nemesis.

Impossible? Anything is impossible. 48'6F'77'20'64'61'72'65'20'79'6F'75'20'77'6F'72'6B'20'6F'75'74'20'6D'79'20'73'69'67'21

Nemesis_0_
20
Years of Service
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Joined: 26th Dec 2003
Location: Canada
Posted: 17th Nov 2007 20:58
lol i had a little help in that one :p

response from John H to my very first post ever on the TGC forums

Quote: "Can it support 10k poly models? Surely, but thats not very efficient. DBP ran 100 1250 poly models at 25 FPS on a 1.08 Athlon processor. Thats not too bad, considering it was an old system.

Character models should be about 2-3k in polys, and slap a good texture on em and they ARE X-Box quality.

The real question is, can you make X-Box quality graphics

Dont go poly overboard, 2-3k in polycount and a good texture makes a fine model

RPGamer
"



:p
Zotoaster
19
Years of Service
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Joined: 20th Dec 2004
Location: Scotland
Posted: 17th Nov 2007 23:43
Quote: "the proper flexibility that DBPro offers"




"It's like floating a boat on a liquid that I don't know, but I'm quite happy to drink it if I'm thirsty enough" - Me being a good programmer but sucking at computers
andrey d
17
Years of Service
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Joined: 30th Jun 2007
Location:
Posted: 25th Nov 2007 06:15
The engine is fully capable of doing that kind of work, but you have to be careful not to put millions of pixels on the screen. Using efficient loops and performance increasing tricks will be able to get you some very high quality stuff.
Roxas
19
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 25th Nov 2007 07:14
Quote: "millions of pixels on the screen"

What in the earth are you talking about?
In this case it would be polygons..
And computer is basically using millions of pixels all the time..

@Bozzy
Take time and spent on gallery and forums.. You can see some quality projects
In example:
Redwall Game,Geisha House,Illusion Of Tower,(18+) Adult Viewer,Final Exodus and etc...

If these arent enough. I suggest trying Dark GDK! Its basically c++ with DBPRO libaries!


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