see what you get with this
#include "DarkGDK.h"
#include "DarkPhysics.h"
#include "DarkAI.h"
#include "DarkLights.h"
#include "ShaderData.h"
#pragma comment ( lib, "DarkPhysics.lib" )
#pragma comment ( lib, "DarkAI.lib" )
#pragma comment ( lib, "DarkLights.lib" )
#pragma comment ( lib, "ShaderData.lib" )
void DarkGDK ( void ) {
dbSyncOn();
dbSyncRate(60);
AIStart();
dbMakeObjectCube(1,5);
dbMakeObjectCube(2,20);
dbPositionCamera(0,100,0);
dbRotateCamera(90,0,0);
AIAddEnemy(2);
AISetEntitySpeed(2,5);
dbFixObjectPivot(2);
AIAddPlayer(1);
AISetEntityCanRoam(2,1);
//Loop
while( LoopGDK ( ) ) {
int mousex = dbMouseX();
int mousez = dbMouseZ();
if(dbKeyState(203) == 1) {
dbMoveObjectLeft(1,2);
}
if(dbKeyState(205) == 1) {
dbMoveObjectRight(1,2);
}
`move up down screen
if(dbKeyState(200) == 1) {
dbMoveObjectUp(1,2);
}
if(dbKeyState(208) == 1) {
dbMoveObjectDown(1,2);
}
AIUpdate();
dbSync();
}
}
it might help you if you add a floor to your code then you'll see is anything is falling away from the camera.
its confusing when you forget the code is looking down on the objects and not straight on like normal.
Dark Physics makes any hot drink go cold.