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Dark GDK / C++/DGDK vs DB Pro?

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Quantum Fusion
16
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Joined: 1st Aug 2008
Location: The Great White North
Posted: 28th Aug 2008 05:11
I'm curious, what are the major benefits/differences with making a game in DarkGDK vs in DB Pro?

More specifically ....

1. Does the game run faster in DGDK?

2. Does it give you more in terms of using higher poly counts while keeping fps within acceptable levels?

3. Are the DBPro commands very similar, and hence make it easier to make a game (like it does in DBPro)? (I've looked at the DGDK documentation, and it seems to have a lot of similar commands/structure but are there any biggies that are missing that make doing certain things more difficult than in DBPro)

4. Are more shaders available for use in DGDK than in DBPro?

5. Any other info you wish to provide about DGDK?

Dual-Core Pentium D @ 3.00GHz, 1.0 GB nVidia GeForce 8500 GT, 20" Wide screen LCD @ 10,000:1 Contrast, 4.0 GB DDR2 SDRAM, Triple-boot: 32-bit Windows XP MCE, 64-bit Vista, 64-bit Linux Ubuntu
Carlos
20
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Joined: 26th Mar 2004
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Posted: 28th Aug 2008 06:48
1. Of course DarkGDK runs much faster than DBPro.
2. I think the core engine is the same.
3. What are in DBPro 6.8 are also in DarkGDK. The current DarkGDK documentation has missed some commands, but those commands are still available in DarkGDK.
4. I think the shader funtionality is less the same.
5. The language of DBPro is very limited and it is procedural, while C++ gives you the power of Object-Oriented programming.
bjadams
AGK Backer
16
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Joined: 29th Mar 2008
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Posted: 28th Aug 2008 13:15
darkbasic gets updated once in a while, darkgdk has been never updated since it was renamed darkgdk.

darkgdk does not have important commands like AA. darkbasic does.
Quantum Fusion
16
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Joined: 1st Aug 2008
Location: The Great White North
Posted: 29th Aug 2008 03:58 Edited at: 29th Aug 2008 03:59
Okay, I've tried to load a simple program that I have running in DBPro into DGDK ..... and the commands are driving me up the wall

For example, trying to display something as simple as the FPS, or poly count, I simply cannot get it to work. I've tried numerous of the codes posted in this forum and none work for me.

Can someone help me out with doing this in DGDK? (the code below)

These DBPro codes:

print "FPS" : print screen fps()
print "Polygons" : print statistic(1)

rotate camera 1, camera angle x(1)+mousemovey()/8,camera angle y(1)+mousemovex()/8,0

and

yrotate object 2, object angle y(2)+0.5



PS - For the makers of DGDK, can you please release a more detailed Documentation file (like you did for DBPro) that includes code usage examples/code showcases. Also the DGDK tutorial documents have some codes that dont exist or work.

Dual-Core Pentium D @ 3.00GHz, 1.0 GB nVidia GeForce 8500 GT, 20" Wide screen LCD @ 10,000:1 Contrast, 4.0 GB DDR2 SDRAM, Triple-boot: 32-bit Windows XP MCE, 64-bit Vista, 64-bit Linux Ubuntu
Mahoney
16
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Joined: 14th Apr 2008
Location: The Interwebs
Posted: 29th Aug 2008 04:14
Quote: "print "FPS" : print screen fps()"




Windows Vista Home Premium Intel Pentium Dual-Core 1.6 Ghz 1GB DDR2 RAM GeForce 8600GT Twin Turbo
SunDawg
19
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Joined: 21st Dec 2004
Location: Massachusetts
Posted: 29th Aug 2008 04:21
Or better yet:



My site, for various stuff that I make.
sydbod
16
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Joined: 14th Jun 2008
Location: Just look at the picture
Posted: 29th Aug 2008 14:41
Or probably the closest as his example was a one line code and did not use any other temporary storage.

print "FPS" : print screen fps()

would be approx

dbPrintC("FPS "); dbPrint(dbStr(dbScreenFPS()));
SunDawg
19
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Joined: 21st Dec 2004
Location: Massachusetts
Posted: 30th Aug 2008 15:59 Edited at: 30th Aug 2008 15:59
Excellent idea! I've never seen dbPrintC() in action before. That works quite well.


My site, for various stuff that I make.

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