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homer
22
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Joined: 28th Sep 2003
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Posted: 28th Sep 2003 08:08
is db pro any good for making things like il2 sturmovik?
ReD_eYe
23
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 28th Sep 2003 12:03
the question is 'are you any good at making things like il2 sturmovik?' dbpro could almost certainly make any game its just how much time/effort you want to put in, you would have to be coding/learning for a couple of years, then get a team togther, then spend another year or more making it. But it would be possible.


homer
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Posted: 28th Sep 2003 16:55
well i made a good 1st person shooter demo(only 1 level) in b3d about a year ago, and i have tried the original db around the same time, i hated the direct x gui, i would prefer a .net style gui.
i had enough trouble with the movement and positioning with the shooter, i realy suck at maths, has anything resembling a flight sim been made in this before? and is their any code snippits? i think im about to buy db pro, i just wanted to know if it was powerful enough for this style of game, and if the movement functions(the most complex part) would be good enough, thanks
BatVink
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23
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Joined: 4th Apr 2003
Location: Gods own County, UK
Muddleglum
23
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Joined: 3rd Nov 2002
Location: New Zealand
Posted: 29th Sep 2003 02:51
DB Flight sim stuff is rare. I concentrate on it myself, and a few others have tried that i know of. There was some code made public on the rgt forum once. I converted one of mine to db pro to test the demo. and it does work after altering object flags etc.
The speed of pro makes it possible to have a well detailed landscape. ( matrix(s) plus objects), however there are problems of priority of matrix and objects and mipmapping and object zdisable.
Also the pro exe is currently a hefty size -- twice db classic so, All in all, it is not practical for me yet.
There are a lot of steps to work out for a sim. How you will handle landscape and sky and horizon.... it's trickier when you are above the ground.
good luck.
homer
22
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Joined: 28th Sep 2003
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Posted: 29th Sep 2003 17:25
cheers for the responces
i might go back to truevision3d
Beta 1
22
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Joined: 27th Aug 2003
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Posted: 29th Sep 2003 19:32
I reckon you could do it, espescially using memblock based matrixes rather than the native DBP ones - I've been playing around with them recently and get massively faster fps and build times. I'm currently looking to go with a single memblock matrix which I can rebuild/reposition under the camera to show only the terrain detail in the immediate vicinity. My very very primitive code can generate a un-textured but vertex colored 20x20 grid matrix from an array containing height/color data in under 10ms which should be fast enough if I'm only updating every X frames (and I hope I can get it quicker).

I think if you can do the physics DB can do the graphics

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