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DarkBASIC Professional Discussion / 2 problems with DBPro other than that it's gold

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sovr
16
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Joined: 2nd Jan 2010
Location: USA
Posted: 19th Aug 2011 00:48
hello, I have been working with DBPro, DB for around 7 years now. The two things that I see that are problems with dbpro is that it is (I believe) a 32-bit program and that it only runs 9.0c DirectX. With having a 32-bit application it is limited to only using around 4GB of your ram. With a 64-bit application it run up to 16TB ram (but to be more realistic with todays computers around 16GB). With updating DBPro to use directx 11, you will have better graphic rendering and capabilities (but tends to be the same, just a little better).If those two things were updated dbpro would be 100% perfect, right now it is 95% perfect.


p.s another good update would be with dark ai, there should be am attack command something this:

ai entity attack ai#, ai#attack, ai health, enemy ai health, attack1,attack2

but for now I built a function that does this for me. Thanks for reading post your opinion below

sov the game creator!
basjak
16
Years of Service
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Joined: 16th Apr 2010
Location: feel like signing up for mars
Posted: 19th Aug 2011 01:05
about your first question, I think you're right in one way to another. about second question, attack is implemented but health is not but easy to code
WLGfx
18
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Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 19th Aug 2011 01:28
At least with DBPro as it stands you can still use the video playback which isn't available in other DirectX versions... GDK can't even do video...

Warning! May contain Nuts!
sovr
16
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Joined: 2nd Jan 2010
Location: USA
Posted: 19th Aug 2011 02:29
My main worry is the 32-bit, they should have the option to download a 32-bit or a 64-bit application of dbpro. I have been using methods to optimize my 3D objects and graphics to reduce RAM usage (may get dark imposters add-on soon). But I think dark net might be 64-bit? it has the capability to use parallel processing I think.

sov the game creator!
Neuro Fuzzy
19
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Joined: 11th Jun 2007
Location:
Posted: 19th Aug 2011 02:42
3d objects take up memory on the graphics card, which usually has less memory than the computer.


Why does blue text appear every time you are near?
sovr
16
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Joined: 2nd Jan 2010
Location: USA
Posted: 19th Aug 2011 03:51
well that is what I thought, but not only windows 7 uses some of the system memory for graphics, every time I start my program (with keeping an eye on system memory usage), the system memory gets taken up when loading objects. If it is something else in the game, I do not know what would take up the amount the ram (game takes up 2.5GB of ram).

sov the game creator!
Non Sequitur M
17
Years of Service
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Joined: 28th Oct 2008
Location: Where am I!? Where are YOU?
Posted: 19th Aug 2011 06:52
Wow! It sounds like a streamlining issue. 2.5GB RAM? You are occluding, right? Also, you gotta watch where you put commands like cls and print. Also, applying light maps to lower poly models works. I've actually loaded light mapped models into DBP before. I'm not sure if a lot of people do/know that. I light mapped a 20 poly model with a 200 poly map! It looked amazing!
sovr
16
Years of Service
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Joined: 2nd Jan 2010
Location: USA
Posted: 19th Aug 2011 07:32
well I have around 3000 objects loaded, each object with texture and animations (lots of animations), including a terrain that is so big... well lets just say it could be something like 30 square miles (if I did my math right). It takes around 10 minutes to load objects, but runs really smooth when it is all loaded. The problem is when I load a texture to the terrain, the game crashes :-( .

sov the game creator!
SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 19th Aug 2011 10:37
The word culling comes to mind xD

BatVink
Moderator
23
Years of Service
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 19th Aug 2011 11:28
Quote: "but not only windows 7 uses some of the system memory for graphics"


It will if your graphics card uses shared memory.

There is an internal version of DBP that uses DirectX10, it has been found that the benefits do not warrant a new version of DBP that uses DX10. You can see that the community did not embrace FPSC X10, while the X9 version is going from strength to strength.

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