Quote: "Well, for one that actually feels he has to buy the program he uses, I can't afford to go out and splurge out a couple of hundred dollars on a new package."
gmax is free
GTKRadiant 2.0 is free and even opensource
both simply require download time ... plus i'm not sure your suppose to be using a copy of Max from work for personal use.
if i ever caught someone doing that on my watch i'd of deleted all of the useful exporting types from thier machine so it'd only export .max
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that aside, people use DBPro for all sorts of reasons ... most are just dreamers - however when someone comes up and says "yeah, your never gonna do that!" it kills the dream for them, especially as most are younger members.
and to be quite honest it is more than possible to make the next Halo, Tomb Raider or Final Fantasy in DarkBASIC Pro - as Pro has just about the same speed as most DirectX engines on the market.
It is expandable enough to incorportate anything you put your mind to and the language set is actually deep and descriptive enough to develop on a pretty low level with ease.
what Pro give developers is a stable engine with a great deal of speed and features, but more importantly is SPEED of development.
It would take close to 2weeks alone to code a working Shader system into a moderate game within C++ ... in DarkBASIC Pro it takes a matter of an hr or two to get the exact same results.
level collision and culling is also a terrible pitfall of many game engines, however DarkBASIC Pro has alot of this built-in and isn't as static as other engines even those native C++ engines ... it is setup in such a way that you can create whatever steps nescessary.
The only think that limits a developer isn't simply the language set, its thier attitude... if you believe you can make the next Splinter Cell and have the determination to do so - then it is very likely you can.
Remember a game isn't just about the graphics, what makes Halo stand out isn't the graphics of the title - although they are amazing and to be honest DBP could quite easily handle something similar to that on a half decent machine, but it was the fact of how the game flowed, the dynamics of the vehicles, weaponry, etc...
When people look at Half-Life2 all they see is the graphics, and think noone could make a HL2 beater as it wouldn't look the same.
But Half-Life was actually more about the gameplay than graphics, something that even Valve have forgotten.
You could quite easily make a game that feels and plays just like Half-Life in DBP no problem ... and to be honest there is no reason why you couldn't have a similar graphcial level.
Memoryblock give you ALOT of lowlevel object access, combine this with some good routine programming and it is very simple to get your own version of BSP working.
PreCalculate Lightmaps, Collisionmaps, Rendering Portals ... and poof you can have it working just the same.
All that will hold a developer back from being a awesome developer with an equally awesome title are people who get to them with thier pecimisitic attitudes.
All games programmers are optimists, a pecimisitic programmer becomes a database programmer ... your happy making applications and such then have a boring attitude towards games development.
but the people who'll push this industry forward are the ones that look at it and say, "hey up, i think i can do that!"
perhaps in a few years when developers are finally understanding what Graphics Shaders REALLY are, then maybe you'll see them being used better.
most modern games machines have 2 processors ... used right you can attain far more power using them combined than you can using them as if they're single operation tools!