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DarkBASIC Professional Discussion / What is DBpro? An engine? Scripting language? A programming language.

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mnemonic
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Posted: 13th Aug 2012 16:10
This thread might seem quite useless, but this is something I've wondered about quite a few time. I've heard it to be called
3D language, scripting language and Engine (Desura and indieDB)

What do you think? I would say that it's a programming language especially for making games. It's a 'wrapper' around DX, so everything you do will require DirectX to run. But DB can also be used for small applications like calculating different things because you have the basic language so you can make more stuff than just games.

www.memblockgames.com
mnemonic
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Posted: 13th Aug 2012 16:12
Also take this into consideration: If someone asks what engine your game is built on, can you answer that it was built on a custom engine written in DBpro?

www.memblockgames.com
Lucas Tiridath
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Posted: 13th Aug 2012 16:29
I would agree with you and call it a programming language but there is obviously no right answer to this (although there are quite a few wrong ones). It clearly isn't a scripting language as it is compiled, not interpreted. Personally I wouldn't call it a game engine because I tend to think of those as being somewhat higher level (like FPSC). So yes, I think you can definitely say you built your game in a custom game engine written in DBP. As far as I understand it, DX is a games/graphics API but providing a wrapper for something does not stop it being a programming language. After all, the C libraries provide wrappers for almost all kernel APIs but that doesn't stop C being a programming language, right? Well, that's my tuppence worth anyway.

Seppuku Arts
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Posted: 13th Aug 2012 17:45
I would say 'Programming Language' and then explain how it's different to say, Visual Basic, C++ or C#. Heck, I might just say:
"A Programming Language with its own built in SDK"
After all, it's not all that different from using C++ & Dark GDK, the differences being, DBP's language is easier to understand and the SDK is built in.

And like any other programming language its functionality can be extended with external libraries, for example, PhysX with Dark Physics, a KFS system with Dark Data, AI commands with Dark AI and even Irrlicht with the proof of concept in another thread.

At least this is how I view it.

MrValentine
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Posted: 13th Aug 2012 22:25 Edited at: 13th Aug 2012 22:26
Custom Engine, yeah, as you have to build it from scratch...

My definition of an engine is, object management, light management, character controllers, physics controllers, damage systems/collision, AI, database management and more, all of which are not there for you to just point and click and drag, that is an engine to me... FPSC indeed, same goes for HL and UDK... [In Short an engine to me is something you piece everything together in...]

But yeah I would say programming language, as then you would be calling the BASIC LANGUAGE a scripting engine... and thats a big nono

I do not understand why
Quote: "(Desura and indieDB)"
were mentioned above...



TIDE <--

I forgot to mention, I agree with what Sepp said and Lucas

Latch
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Posted: 13th Aug 2012 23:59
It's a flavor of BASIC which is a programming language. BASIC is designed to give one "easy" access to and some control of the behind the scenes machine language that is needed to talk to the hardware. So it is not a wrapper, unless you call all versions of BASIC a wrapper. So, look at it like BASIC: Beginners All-Purpose Symbollic Instruction Code.

Enjoy your day.
TheComet
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Posted: 14th Aug 2012 00:59
So lets say I programmed a compiler and an interpreter in DBP for a custom language.

1) What does that make DBP?
2) What does that make my program?
3) What does that make my own custom language?

TheComet

Your mod has been erased by a signature, please reduce him [overall] to no larger than 120 kg please.
MrValentine
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Posted: 14th Aug 2012 01:02
@ TheComet ... Complete this phrase...

Candy _______



Rudolpho
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Posted: 14th Aug 2012 01:57
Quote: "So lets say I programmed a compiler in DBP"

Quote: "1) What does that make DBP?"

- Still a programming language
Quote: "2) What does that make my program?"

- A compiler
Quote: "3) What does that make my own custom language?"

- A programming language (kudos on pulling that off if you do )

Quote: "So lets say I programmed an interpreter in DBP"

Quote: "1) What does that make DBP?"

- Still a programming language
Quote: "2) What does that make my program?"

- A virtual machine
Quote: "3) What does that make my own custom language?"

- A scripting language


"Why do programmers get Halloween and Christmas mixed up?"
Latch
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Posted: 14th Aug 2012 02:07
Quote: "So lets say I programmed a compiler and an interpreter in DBP for a custom language.

1) What does that make DBP?
2) What does that make my program?
3) What does that make my own custom language?

TheComet"


1. DBPRo is the language you programmed your compiler in
2 and 3. It makes TheComets programming language.

You don't say DBPro runs on a C++ engine, so would be the same for your custom language. It's not running on a engine. I could write a version of a Python like interpreter using QBASIC and call my new language, 'Snake.' It's still a programming language even though it was written in QBASIC.

Programming languages are coded all of the time in another programming language. XBasic, for instance, is even developed in XBasic (or rather, was).

Enjoy your day.
Alkerak
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Posted: 14th Aug 2012 13:13
Is'ent Darkbasic Pro just a wrapper for DirectX C++?
MrValentine
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Posted: 14th Aug 2012 13:21
DirectX from what I understand is an API...

Just as is the API to communicate with your Graphics Processor...

I could be wrong...

API

Alkerak
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Posted: 14th Aug 2012 14:08
I know.
I meant to say a wrapper for C++ code to access various DirectX Functions
Seppuku Arts
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Posted: 14th Aug 2012 14:31
Quote: "Is'ent Darkbasic Pro just a wrapper for DirectX C++? "


Dark Basic Pro SDK is (it just makes using DirectX a lot easier). The programming language has the SDK built in.

As WLGfx's proof of concept shows, Darkbasic Pro is just a language with an IDE and a compiler. Because whilst the Dark Basic Pro SDK is built in, you're able to make compatible wrappers for Dark Basic Pro. Dark Irrlicht is an example of where the Dark Basic Pro language is not only able to use another SDK (as that's already proven by Dark Physics and other wrappers) but it is also capable of using a different graphics API, meaning, it's not a "language based off of DirectX", but a "language with a built in DirectX wrapper". The Dark Basic language would be commands like:


Whilst the Dark Basic Pro SDK would be these commands:


When we add a wrapper to the compiler, we get additional commands, but they still work in the same sort of manner as Dark Basic Pro SDK commands.

Of course, there is a C++ version of the Dark Basic Pro SDK and we call it Dark GDK.


At least this is how I interpret it, somebody could correct me if I am wrong.

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