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FPSC Classic Product Chat / FPS Creator VS DBP / DGDK

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Doctorwhobbc
16
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Joined: 29th Mar 2010
Location:
Posted: 20th Nov 2011 10:31
I already own FPS creator and have the free version of DBP. My question is, if you make the exact same level on both FPSC and DBP what will be better? E.g. if you code custom lighting, physics, AI in DBP will it turn out better than if you make it straight from FPSC? And would DGDK be even better then both of them?

Thanks
Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 20th Nov 2011 12:36
It would depend. Programming everything will be more timeconsuming, but you would only have to implement the features that you would actually use.

It depends on what you want out of your game.

Mr Bigglesworth
18
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Joined: 4th Mar 2008
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Posted: 20th Nov 2011 17:41
If you know how to program well. In DarkGDK you might see some performance increases since it is in C++. And even with dbPro, you would only code what you wanted, so it could also make it faster not have extra things you don't want.
The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 20th Nov 2011 23:45
It completley depends on HOW you code it... If you make a level in FPSC you would only need to create the level in the editor but in DBP you would need the make the entire engine from scratch. (TGC has been workin on fpsc since 2002 I think) But you would allso be able to customise the game a LOT more...
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 21st Nov 2011 14:55 Edited at: 21st Nov 2011 14:55
fpsc is not that "well" coded because it has to fit for each of us and all thinkable scenarios. when you code your own engine, it will fit only for your personal issues, but that means you can get off all the "unneccessary crap" others need.

so i think a direct-coded level will run much better (if you code it well).

question for me is:
i build a game in fpsc and when ready, do a personal mod for the engine to fit only for this game, getting rid of everything NOT used. will it run better after this surgery?
Dar13
18
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 21st Nov 2011 16:12
Quote: "i build a game in fpsc and when ready, do a personal mod for the engine to fit only for this game, getting rid of everything NOT used. will it run better after this surgery?"


The problem with that, is that you'd have to ensure that your built game uses nothing that you removed. That could be an interesting exercise.

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