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Dark GDK / [STICKY] DarkGDK 2.0 Summary of Features

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Mistrel
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Posted: 16th May 2012 00:43 Edited at: 16th May 2012 01:29
DarkGDK 2.0 is coming alone well and is rapidly approaching release candidate status. A lot of work has been put into not only porting the DarkBasic Professional engine, but also improving it along the way.

There is a whole lot more to DarkGDK in the detail. This is just a summary of the changes to give you a taste of the improvements you can expect from it:

http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38

DarkGDK currently comes with support for C++ and PureBasic, with experimental support for Java. One of the key features of DarkGDK is that it is very easy to port to other languages; all of the code and documentation is automatically generated by language plugins (source available in the DarkGDK SDK). Ideally we'll see full support for Java, C, Delphi, Python, and Perl in the future as well.

The new engine is extremely lightweight and highly customizable. Now you can enjoy the power of DarkBasic Professional from your favorite language. And if you have multiple favorites-- no problem!

Feature highlights:

All of DBP compressed down into a single DLL
Engine customization; basic 3D in less than 800 KB!
Future support is anticipated for additional programming languages.
Language agnostic interface; all exports are C function calls
Internal multithreading support. Go thread crazy!
Enhanced commands including true support for structured parameters
Potential support for rendering in a web browser
Rewritten, extremely fast 3D math library
Improved documentation for all DarkBasic Professional commands
Superior runtime error support that is thread-aware
Easy to use command line tools for automated compiling
Plugin-based parser. Adding support for your own language is a breeze!

Over 250 new commands plus complete integration and documentation of:

Advanced Terrain
Cloth and Particle Physics
Light Mapping
Constructive Solid Geometry (CSG)
Static Collisions
Dynamic Cube Maps
Camera Shader Effects

Projects supported by DarkGDK out of the box:

Visual Studio 2010
Visual Studio 2008
Visual Studio 2005
Visual Studio .NET 2003
Visual Studio .NET
Visual Studio 6
GNU make/GCC g++
Nmake/VC++
PureBasic 4

This list is not finite! DarkGDK will "just work" with any standards-compliant C++ compiler. This includes any version of Visual Studio Express, g++, Borland, Watcom, Intel, Comeau, etc.

DarkGDK is 100% compatible with DarkBasic Professional plugins and supports a plethora of commercial and user plugins out-of-the-box, adding more than 3500 additional commands to an already elaborate command set:

2D Plugin Kit
A* Pathfinding
Advanced Audio 1.55
Advanced Sprites
Blitzwerks Terrain
Box2D
Cloggy's D3DFunc library
Dark A.I.
Dark Clouds
Dark Data
Dark Imposters
Dark Ink
Dark Lights
Dark Net
Dark Physics
Dark Video
DarkSide Starburst particles
DBP Collisions (Sparky's collision)
Enhancement Pack
Enhanced Animation
Extends
EZ Rotate
EZ Rotate Basic
Green-Ear
IanM's Matrix1Util libraries 09
IanM's Matrix1Util libraries 12
IanM's Matrix1Util libraries 18
IanM's Matrix1Util libraries 20
IanM's Matrix1Util libraries 26
ImageKit Version 2
Intel AppUp Helper Plugin
Multisync
Netwon Game Dynamics (Physics)
Object LOD
Quadtree
STYX
Texture Max
Unity
zParticles

Program using your favorite IDE. Any IDE. Any language!

DarkGDK: Project Setup in Visual Studio 2008



Screenshot of DarkGDK and the PureBasic IDE:



Screenshot of DarkGDK and the Qt Creator C++ IDE:



Here is a video of a C++ example project being run and debugged from the Qt Creator IDE. It also demos the flexibility of DarkGDK by compiling from a UNIX (cygwin) command line using Make and the GNU g++ compiler. It should work with most any C/C++ compiler.

http://darkgdk.com/files/upload/TGCForum/pgdk_cpp_demo_xvid.avi

DarkGDK can even run in Java. Here is a link to a prototype on the WIP forum to demonstrate the available cross-language flexibility:

http://forum.thegamecreators.com/?m=forum_view&t=187752&b=8



Brand new language-specific documentation! Everything is in the excellent .chm format with an index and full text search.





Here is a screenshot of the old DarkGDK documentation for a comparison:



Here is an example project converted from one of EVOLVED's superior shadow shader examples:

http://forum.thegamecreators.com/?m=forum_view&t=187923&b=38



Many of the commands have been renamed for clarity and others have had their parameters reordered to support default parameters and function polymorphism.

Here is an example of a function which will have its parameters reordered for automatic ID allocation:

Quote: "
dbLoadSound(string fileName [, int soundID])"


The "soundID" parameter is optional and therefore appears at the end of the function. If no ID is specified, one will be returned as the result.

For functions which take advantage of default parameters, the header might look like this:

Quote: "
dbLoadSound(string fileName, int soundID = -1)"


And for others which use function polymorphism, for example:

Quote: "
dbLoadSound(string fileName)
dbLoadSound(string fileName, int soundID)"


Another example where a command might be different is "dbSetDisplayMode".

In DarkGDK 1.0 you can use these commands to change the resolution:

Quote: "
void dbSetDisplayMode (int iWidth, int iHeight, int iDepth)
bool dbSetDisplayModeEx(int iWidth, int iHeight)
bool dbSetDisplayModeEx(int iWidth, int iHeight, int iDepth)
bool dbSetDisplayModeEx(int iWidth, int iHeight, int iDepth, int iMode)
bool dbSetDisplayModeEx(int iWidth, int iHeight, int iDepth, int iMode, int iVertexProcessing)
bool dbSetDisplayModeEx(int iWidth, int iHeight, int iDepth, int iMode, int iVertexProcessing, int iLockable)
bool dbSetDisplayModeVSync(int iWidth, int iHeight, int iDepth, int iVSyncOn)
bool dbSetDisplayModeAntialias (int iWidth, int iHeight, int iDepth, int iVSyncOn, int iMultisamplingFactor, int iMultimonitorMode)"


In DarkGDK 2.0 the same command with optional parameters is:

Quote: "
dbSetDisplayMode(int width, int height[, int depth [, int vSync [, int multiSampling [, int multiMonitor [, int backBufferWidth [, int backBufferHeight [, int vrMode]]]]]]])"


In this function each parameter after width and height can be optionally specified.

DarkGDK has built-in support for multithreading by providing function-level critical sections for your convenience behind the scenes as well as thread-aware error handling. Each function can have several possible error codes which can be detected are caught at runtime for you to examine and respond to.

For example, dbCreateMatrix() can throw any of the following errors for you to catch with dbGetLastError():

Quote: "
kGDK_Error_3D_Matrix_ID_Invalid
kGDK_Error_3D_Matrix_Exists
kGDK_Error_3D_Matrix_Segment_Invalid
kGDK_Error_3D_Matrix_Dimension_Invalid
kGDK_Error_3D_Matrix_Too_Large"


dbGetLastError() will return the last error to occur in the current thread. It can safely and accurately be used across multiple threads.

DarkGDK uses structures to instead of IDs to pass vector and matrix data between functions. Please refer to your language documentation for instructions on how to pass a structure by address.

In C++, to pass a vector to a function it must be passed by address using the '&' operator. The following example will create two variables with Vector2 structures and then add them together.



Another difference that some of you might not be aware of is that DarkGDK does NOT use "DarkGDK()/LoopGDK()". You can use whatever entry point you want, be it main(), WinMain(), _tWinMain(), etc:



Unlike DBP and DarkGDK 1.0, in DarkGDK 2.0, the renderable area is separate from the actual window. As you can see from this example code, dbOpenScreen accepts a target window handle "hWnd" which tells it where to render the output. This allows DarkGDK to render to "any" window owned by the process and is not limited to any one implementation, for example: you can use DarkGDK with GLUT, Qt, Win32, wxWidgets, etc.

Some quotes from beta testers that really personify the DarkGDK experience:

Rampage:
Quote: "I've been working on a small DarkGDK [1.0] game for some time now. .. for the last month I've had a extremely bad bug that just stopped my whole game from working altogether, and I could not find out what was causing it. Once I merged the code to the latest DarkGDK. The problem seemed to fix itself.

There is really no denying this is by far superior. And it has brilliant support."


http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38&msg=2239590#m2239590

Rampage:
Quote: "I was EXTREMELY impressed with the documentation. It didn't miss anything and I had next to no problems as it covered everything I needed to know perfectly. I got a level of my game running on the second compile!"


http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38&msg=2239623#m2239623

Mireben:
Quote: "It's great that you return std::string from functions that used to return char* in Dark GDK."


http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38&msg=2240734#m2240734

Mireben:
Quote: "The [documentation] is GREAT"


http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38&msg=2240734#m2240734

Mireben:
Quote: ".. the automatic ID allocation is another GREAT feature which I will definitely use."


http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38&msg=2240737#m2240737

Dodga:
Quote: "So far I'm getting more than double the frame rate [compared to DarkGDK 1.0], this is awesome!"


http://forum.thegamecreators.com/?m=forum_view&t=187749&b=22&msg=2239575#m2239575

Rampage:
Quote: "With my short time working with the latest build of [DarkGDK 2.0], I was able to port my DGDK game over, have massive performance increases, numerous bugs fixes, and start experiencing with a massive range of DBPro plugins.

[DarkGDK 2.0], in other words, is nothing short of the best product on TGC at the moment.

Props to Mistrel. His dedication and helpful support is delivering a product with ten times the capability of Dark GDK."


http://forum.thegamecreators.com/?m=forum_view&t=187749&b=22&msg=2239655#m2239655

WLGfx:
Quote: "I made the jump over today and after porting my project over I was surprised at the speed increase between [DarkGDK 1.0] and [DarkGDK 2.0].
..
I also like the freedom it gives you. Start a new 'Blank' project from Visual Studio. Getting used to being in the open environment now with full access to the WinApi."


http://forum.thegamecreators.com/?m=forum_view&t=187749&b=22&msg=2240015#m2240015

WLGfx:
Quote: "I like the speed increase, and I've just checked, it was in debug mode and not release either.

So far a big thumbs up..."


http://forum.thegamecreators.com/?m=forum_view&t=187807&b=38&msg=2239903#m2239903

Juggernaut
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Posted: 5th Jun 2012 04:53
Why did you leave out - native per pixel lighting (instead of per vertex lighting) support in Dark GDK 2.0 ? If you have done so much - then why did you leave out that thing which are even available in opensource free engines like irrlicht and OGRE ? Well you know what you don't have to stick with Dark Basic Pro provides - you can add some enhancements on your own to make the engine on of the best available in the market.

Anyway what is the status of the product ? Has this been released as stable release ? Will it support Dark Dynamix and other newly added DBpro plugins ? Is the machine code produced by this new version of Dark GDK comparable to speed and efficiency of Dark GDK 1.0 ? Are there any plans for incorporating DirectX 10/11 support in the near future ? What is the future of this project - since this a single developer project and not run by a community of members ? How many bugs are still pending to be resolved ?

Lastly and most importantly - what is the price of this product and will the purchase entitle the buyer of future upgrade / updates ? If so will it be life long or for a limited time span ?

I have asked lots of questions ....... hope you care to answer. If you do ..... I will be happy
Mistrel
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Posted: 5th Jun 2012 07:53
Quote: "Why did you leave out - native per pixel lighting (instead of per vertex lighting) support in Dark GDK 2.0 ?"


In the documentation:

3D > Shaders

Shaders are for more than just lighting.

Quote: "Has this been released as stable release ?"


DarkGDK 2.0 is stable, yes.

Quote: "Will it support Dark Dynamix and other newly added DBpro plugins ?"


Most plugins are supported out-of-the-box. I'm still working on Dark Dynamix.

Quote: "Is the machine code produced by this new version of Dark GDK comparable to speed and efficiency of Dark GDK 1.0 ?"


It has been reported to be faster.

Quote: "Are there any plans for incorporating DirectX 10/11 support in the near future ?"


Not in the short term, no.

Quote: "What is the future of this project"


After release I'll be digging into the core engine source code to fix any long-standing bugs and also to add improvements.

Quote: "what is the price of this product and will the purchase entitle the buyer of future upgrade / updates ? If so will it be life long or for a limited time span ?"


The price is $60 from DarkGDK.com; you are entitled to free upgrades. The life span of the product will be as long as I can make it.

Juggernaut
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Posted: 5th Jun 2012 19:10 Edited at: 5th Jun 2012 19:13
Glad you answered all my questions and I am also glad that the price is not as high as pure GDK as listed in the Game Creator's website.

Quote: "Shaders are for more than just lighting."


I know other engines implement per-pixel lighting internally by using shaders so that the developer's life becomes a little bit easier. Hope you would have done the same anyway.

Is there any plans for an accompanying level editor and adoptation of spark2 particle engine ? Any estimate when Dark Dynamix support will be complete ? Where can I see the list of open bugs that are yet to be solved ? Is there any bug tracker available for viewing before I buy the product ?

You said - Dark GDK 2.0 supports most of the Dark Basic Pro plugins - even though Dark GDK 1.0 have not support for all of them ?

I created an account in darkgdk.com but after logging in - it shows blank ! It something is wrong with the website. Please help.
Dar13
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Posted: 5th Jun 2012 20:24
Quote: "why did you leave out that thing which are even available in opensource free engines like irrlicht and OGRE ?"

OGRE requires it to be implemented via user-made shaders. It implements shadows internally, but not per-pixel lighting.

Quote: "You said - Dark GDK 2.0 supports most of the Dark Basic Pro plugins - even though Dark GDK 1.0 have not support for all of them ?"

Yes. DarkGDK 2.0 supports most DBPro plugins out of the box due to the new way they are handled by DarkGDK.

Juergen
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Posted: 6th Jun 2012 14:50
Where ist the File Modul?
Olby
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Posted: 6th Jun 2012 15:31
Quote: "Where ist the File Modul? "


File system access is supported through the host language of choice (e.g. C++ or PureBasic).


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.60 + DarkGDK 2.0
bjadams
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Posted: 7th Jun 2012 23:22
Just a quick question...

i checked out the gdk dll size. mine is around 1.5mb big.

in the specs it says that basic 3D engine is less than 800K.

What am I doing wrong or is 1.5mb the standard size and all is ok?
Olby
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Posted: 7th Jun 2012 23:49
Quote: "i checked out the gdk dll size. mine is around 1.5mb big."


~1.5 meg are all core DBP libraries compressed down to a single dll. If you need only some basic 3D then you can exclude unnecessary libs (sound, multiplayer, animation, etc.) and build a smaller binary.


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
bjadams
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Posted: 8th Jun 2012 00:21
Thanks for the info.
bjadams
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Posted: 8th Jun 2012 13:33
I know that I am asking too much, but would it be possible to have a list of the dbpro dlls that are being encoded in the gdk dll and a list of what they do, so that I can create a custom batch file and exclude dlls i will never use.

for example, i don't plan to ever use the multiplayer functions. i don't use dbpro sound+music as I use FMOD. I don't plan on using terrain. There might be other dlls i don't need if i knew what each one did.

if i compile my project in gdk 1 i get an 800k exe, so i would liek to kind of mirror that with my new exe in gdk 2 + the gdk dll.

thanks
Mistrel
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Posted: 8th Jun 2012 14:23 Edited at: 8th Jun 2012 14:24
Quote: "I know that I am asking too much, but would it be possible to have a list of the dbpro dlls that are being encoded in the gdk dll and a list of what they do, so that I can create a custom batch file and exclude dlls i will never use."


Program Files (x86)\DarkGDK

See the file "compile engine.bat". Customize it however you like.

Where it calls "engine\gdkc.exe", simply exclude any plugins you do not want built into the engine. For a complete list of command-line parameters for this tool, see the documentation or execute it with the option "--help".

If you're just using basic text functions then the engine will actually build to less than 400k.

ChrisGDK
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Posted: 8th Jun 2012 21:19
Just wondering did you happen to fix dbPlayObject and dbLoopObject in DGDK 2.0? I'm trying to use it in the RC4 and it still doesn't seem to work.
bjadams
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Posted: 8th Jun 2012 21:26
I found my way around the batch file.

However I could not find any info about the various DBpro dlls and what they actually do. I can deduce what dbsound and admusic do, but not all...

Searched a lot, but I guess no one wonders about these things!
Olby
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Posted: 8th Jun 2012 22:50 Edited at: 8th Jun 2012 22:51
Go to DarkGDK\templates\libraries\core. If you open one of the template files you will see the core plugin name (.dll) and all commands contained within. Additionally you can lookup each command in DarkGDK help file to determine if it is required for your project or not.




Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0

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bjadams
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Posted: 8th Jun 2012 23:41 Edited at: 8th Jun 2012 23:43
Thanks a lot Olby, this is just what I needed!

I am going to convert 1 small project done with GDK 1 to see how much work it involves, and I would like to just include the necessary dlls. the batch file process of rebuilding custom dlls is Pure Genius and very useful!!!
Mistrel
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Posted: 9th Jun 2012 00:28
Quote: "Just wondering did you happen to fix dbPlayObject and dbLoopObject in DGDK 2.0? I'm trying to use it in the RC4 and it still doesn't seem to work."


Please post an example.

bjadams
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Posted: 10th Jun 2012 08:37
I have been away from the DGDK scene for more than a year.

Is there some kind of log anywhere what DGDK2 has fixed over the DBPRO 7.7?
Zotoaster
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Posted: 10th Jun 2012 14:54
Looks good, could we have some operator overloads in the vectors? It would be much easier to do 'vec1 = vec2 + vec3' than 'dbAddVector(&vec1, &vec2, &vec3)'

"everyone forgets a semi-colon sometimes." - Phaelax
Mistrel
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Posted: 10th Jun 2012 15:09
Quote: "could we have some operator overloads in the vectors?"


Sounds like a good idea to me.

Zotoaster
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Posted: 10th Jun 2012 15:36 Edited at: 10th Jun 2012 16:19
[edit]

Spoke too soon, nothing to see here!

"everyone forgets a semi-colon sometimes." - Phaelax
ChrisGDK
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Posted: 11th Jun 2012 00:23
Quote: "Please post an example."


Nevermind, turns out I was doing it wrong. Great work Mistrel!

I just have one last question. What happened to dbTimer, did it get renamed or removed? I can't seem to find it.
Olby
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Posted: 11th Jun 2012 01:11
I suppose it was deprecated. Use one in your host language. Makes sense not to duplicate commands.


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
_Pauli_
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Posted: 15th Jun 2012 21:45 Edited at: 15th Jun 2012 21:46
Hi Mistrel,

I have just had a go at the new DarkGDK and I am really impressed! I did a couple of tests and built up a first basic application framework. So far I experienced a serious speed boost (which is quite noticeable on such an old system as mine) compared to the old GDK. Also the restructuring of the command set and the whole code library is great. The refresh was just as desperatly needed as the rewrite of the documentation. All these new features even had me going back from Irrlicht to DarkGDK (at least for my current main project)!

Thanks a lot for your great work!

P.S.:
To make sure I got that right: I own the commercial license of the old DarkGDK, does that qualify me to get a free copy of the new version?

Edit:
Just had to make something bold...

kaedroho
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Posted: 4th Jul 2012 14:44
Sorry if this has been asked before, but are there any differences in plugin development for DarkGDK 2.0 and DBP/Old DarkGDK?

I've been working on a new update for Blitzwerks Terrain. I would like it to work well with DarkGDK 2.0 and take advantage of any new features it has.

Thanks in advance

Olby
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Posted: 4th Jul 2012 15:44 Edited at: 4th Jul 2012 15:48
Quote: "Sorry if this has been asked before, but are there any differences in plugin development for DarkGDK 2.0 and DBP/Old DarkGDK?"


GDK 2.0 works with regular DBPro plugins. All you need to do for GDK to recognise the plugin is to write a template file (basically it links to dll exports) and it will automatically generate necessary include files. GDK 2.0 comes with SDK and documentation to assist developers with the wrapping process.

Btw, here is the current RC4 template for Blitzwerks Terrain:




Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
Juggernaut
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Posted: 15th Jul 2012 18:23
Hello,

Does dark GDK 2.0 has support for the following DBPro plugins -

Tree Party

Nuclear Glory

Dark Dynamix

I am asking this because they have not been mentioned in the supported plugins list.

Thanks,
Juggernaut
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Posted: 15th Jul 2012 19:08
Why does it say - "Coupon: EARLYGDK2 - limit remove" in the shopping cart listing after I applied the EARLYGDK2 coupon ? Does it mean if I pay 30 USD I get a time limited version of Dark GDK 2.0 ?
Mistrel
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Posted: 16th Jul 2012 03:33
The plugins you mentioned are not supported out of the box but they will be added in a future release.

The coupon will not affect the license type. It is a commercial license and will not expire.

Juggernaut
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Posted: 16th Jul 2012 08:05
@Mistrel: Do I get future (lifetime) updates and enhancements of Dark GDK 2.0 if I buy now for 30 USD ? Please confirm.

Secondly can you please give us a rough date when Dark GDK stable release will be available. It is currently release candidate 4 and you said you are working on release candidate 5.
Juggernaut
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Posted: 17th Jul 2012 00:46
@Mistrel: Please clarify the points I have raised. It is very important for me to know.
Mistrel
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Posted: 17th Jul 2012 04:47
Yes you will get lifetime updates. The coupon is just an early adopter discount.

The RC can be considered stable, however due to the sudden increase in users the RC period has been extended to address the concerns of its users. The final release is expected within the next three months or less.

Juggernaut
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Posted: 17th Jul 2012 12:36
@Mistrel: Thank you for the confirmation.
Juggernaut
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Posted: 17th Jul 2012 13:45
@Mistrel: Is the magic particle engine embedded inside Dark GDK 2.0 ?
Juggernaut
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Posted: 17th Jul 2012 14:21
@Mistrel: In the help file you have stated - "DarkGDK supports only the full screen windowed method of creating full screen applications. Full screen exclusive mode is not supported by DarkGDK."

What is the difference between full screen windowed mode vs full screen exclusive mode ? Does it mean Dark GDK will not have full access to the host machine's processing power ?
Mistrel
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Posted: 17th Jul 2012 14:41
Quote: "What is the difference between full screen windowed mode vs full screen exclusive mode ? Does it mean Dark GDK will not have full access to the host machine's processing power ?"


Full screen exclusive mode is dinosaur of the past and was useful when video memory was scarce and not having to render the desktop could yield a boost in performance.

Full screen windowed applications are the future because they allow seamless transitions if the user wants to switch desktops such as those seen in the Windows 8 previews and OSX Lion.

There are examples in the help file which demonstrate how to change the desktop resolution as well as achieve full screen windowed mode without other windows overlapping it. This will create an identical result to full screen exclusive but without the video state being changed.

Juggernaut
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Posted: 17th Jul 2012 15:09
Thank you for all the clarification.
And regarding my earlier post - magic particle system - is it embedded within Dark GDK 2.0 (it is in Dark GDK 1.0) ?
Mistrel
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Posted: 17th Jul 2012 17:19
DarGDK comes bundled with and has complete documentation for the commercial plugin "3D Cloth & Particle Physics".

I'm not familiar with any "magic particle system".

Juggernaut
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Posted: 17th Jul 2012 17:47
@Mistrel: Thank you for the clarification.
FireIndy
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Posted: 17th Jul 2012 19:49
I would just like to say, I can't wait for the actual release of 2.0. It looks really good so far. And all the stuff that is being included is awesome!

Juergen
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Posted: 21st Jul 2012 22:27
All of DBP compressed down into a single DLL

o.k. The File Commands of Dark Basic are not includedet! I think this is a mistake. I'm missing this functionality. It makes the handling with files much easier.
Olby
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Posted: 22nd Jul 2012 00:24 Edited at: 22nd Jul 2012 00:24
Quote: "o.k. The File Commands of Dark Basic are not includedet! I think this is a mistake. I'm missing this functionality. It makes the handling with files much easier. "


This has been discussed numerous times. Please use your host language file system commands. They are far more flexible than everything DBPro can offer.


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
Juggernaut
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Posted: 29th Jul 2012 22:54
Quote: "I would just like to say, I can't wait for the actual release of 2.0. It looks really good so far. And all the stuff that is being included is awesome!"


Yes indeed. Me too
Juergen
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Posted: 14th Oct 2012 18:45
Hallo

O.K. this Functions are unusable

int32_t dbGetDirect3D();
int32_t dbGetDirect3DDevice();

I need a real Pointer to the 3DDevice, i dont understand why this Fuctions gives int32_t values back.

Greetings
Jürgen
Juergen
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Posted: 14th Oct 2012 21:55
Next Question,

How can i switch to Full Screen Mode?
Juergen
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Posted: 18th Oct 2012 13:51
O.K.
no answer to my quetions. My patience ist now at the End.
At this time i still work on DarkGDK2.0 by my self. I put in all the missing Funktions from DBP inclusiv the File Modul and rewrite the Funktion with unusable Backvalues. The Funktion i have includet at this time works fine.

Greetings
Jürgen
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Posted: 18th Oct 2012 14:24
Quote: "I need a real Pointer to the 3DDevice, i dont understand why this Fuctions gives int32_t values back."

you need to cast it to the real type

Qqite
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Posted: 21st Dec 2012 12:41 Edited at: 22nd Dec 2012 10:03
Edit: nvm

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