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DarkBASIC Professional Discussion / DarkBasic pro new technology rapid application (WYSIWYP)

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djtuga
20
Years of Service
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Joined: 16th Apr 2006
Location: portugal
Posted: 19th Sep 2010 23:12
I don´t know sure if the dark team have any adea or an project to do an new generation of darkbasic pro rapid application version(what you see is what you play). Editor engine like Unity 3D ,UDK or Cryteck engine type.

Sence the most engines industries have all in one single pack.

My question is:

when the team start the next generation of darkbasic engine in all in one, that have the most staff needed to make an game or application in single editor like UDk or Unity 3D?
Quel
17
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Joined: 13th Mar 2009
Location:
Posted: 20th Sep 2010 00:02
DBPro alone is free, let them have some money for working hard from add-ons...

..i would really love to finally see DBP X10 free or not, though i'm very afraid of it being once again as twice already before, an other step in following latest technologies and expecially factory built in Nvidia stuff, and it will again, be crap on the 90% of computers.
Mobiius
Valued Member
23
Years of Service
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 20th Sep 2010 09:51
Quote: "I don´t know sure if the dark team have any adea or an project to do an new generation of darkbasic pro rapid application version(what you see is what you play). Editor engine like Unity 3D ,UDK or Cryteck engine type."

You mean like FPSC X10?

My signature is NOT a moderator plaything! Stop changing it!
Van B
Moderator
23
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 20th Sep 2010 14:09
DBPro is more dynamic; standardised game editors would just be pushed into a niche. I mean, terrain in DBPro... you have matrices, the old terrain system, advanced terrain, and you can roll your own with memblocks, or updating the vertexes in a mesh to suit a heightmap. There's no way a game editor would allow for all these options, and each one of those options has it's pro's and con's. Someone might make a FPS, someone else might make an RTS, and someone else might make a space game with planets - that's 3 different techniques, 3 different types of terrain, 3 different scales of terrain.

It's different for Unity, Unreal, and Torque - because they all pretty much are used for making FPS shooters or 3rd person games - the terrain is pretty much the same technique all the time, so it's easy to standardise the terrain editor in these cases.

Personally I think the community here is already filling the niche - there are several terrain editors, LOD terrain systems, multi-texturing terrain systems and shaders. We have more options for terrain than probably any other platform or language. There's even examples of terrain loading from Google Earth, and fractal terrain generators. With a sharing community like this one, standards are counter-productive - especially considering how quickly DBPro can produce tools like terrain editors.

The bottom line, is that people tend to want to do things their own way, their own engine, their own toolset, and often these tools are released for those that want to follow that standard - like 3D world studio - giving geometry, terrain, shaders etc.

Every standard is a presumption, I would rather have options myself.

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