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Work in Progress / Dream Editor - DBP/Dark GDK Editor

Years of Service
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Joined: 30th Jul 2010
Location: United States
Posted: 18th Oct 2013 19:21 Edited at: 18th Oct 2013 20:39
Dark GDK 2.0 (C++)

Strip out DBP Commands: (I am re-writing this stuff)
- Math
- String
- File
- Input
- Sound/Music
- Networking
- Bitmap

Keep DBP Commands:
- Object
- Camera
- Shaders
- Lights (Might replace with shader)
- or anything having to do with the game itself that is important.

What I will remove as far as plugins go:
- Dark Shader (Would make a new version)
- Unity (Have my own lua scripting built in)
- Dark AI (Will support but will add navmeshes)
- Box2D (I will create a wrapper)

What I will have support for:
- Enhanced Animation
- Dark AI
- Dark Clouds
- Dark Occlusion
- Dark Imposters
- Dark Dynamixs
- Many more

What I am adding: (DBP Independent Code. So not DBP Code)
- New Input class that supports all the major input devices natively. (Xbox, Wii, GamePad, Mouse, Keyboard, Ect)
- Performance Driven Code (Control how many times or how many times per second - even for FPS refresh rates)
- Multi-treaded performance management (Manage multiple tasks on multiple threads)
- Photoshop like Image Filters (Apply Filter)
- Algorithms (Terrain Algorithms, Image, ect)
- Native Multi-threading (All classes wrapped to work on new threads)
- Database Support (MySql, Sql Server)
- Dynamic Resource Integration (Garbage Collection, Recycle indexes deleted, create new resource)
- OOP Design: Everything will be written as Objects (classes). The object will be managed and assigned an index automatically.

- Motion Capture (Kinnect Direct Support)
- Nav-Meshes (Down the road)
- Content Protection: Encrypted and only allows for use by the owner of the products.
- Integrated store

- Full Editor
- Motion Capture Visualizer
- Lua Editor
- C++ Support Editor (Either create or support Visual Studio's C++)
- Terrain Editor
- Image Editor (Photoshop Filters. Also includes normal map, spec map, and other shader image generation)
- Game Manager and Publisher

I will add more and update this post as I can.


Years of Service
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Joined: 9th Feb 2003
Location: chair
Posted: 18th Oct 2013 23:00
@ DigitalFury,

That kind of makes sense.

In terms of database support, I'd welcome SQLite commands... no dependencies.

What about terrain commands - and what algorithms?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Years of Service
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Joined: 30th Jul 2010
Location: United States
Posted: 19th Oct 2013 02:15
Diamond Square, Fault Algorithm, Thermal Erosion, Perlin Noise, Simplex Noise, and more noise algorithms.

What do you mean by?:

Quote: "In terms of database support, I'd welcome SQLite commands... no dependencies."

What would be without dependencies? As you can include a class in C++? I can create a wrapper for DBP (Basic) or even create an "easier to use version" of SQLite.

Forum Vice President
Years of Service
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Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 16th Dec 2013 02:09
Hmm, very interesting project, Digital. Still going or not?


Years of Service
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Joined: 12th Mar 2009
Posted: 18th Dec 2013 05:16
I hope it is. This project is similar in design to one I'm doing and helps motivate. Love this WIP. KEEP IT GOING!!!
Years of Service
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Joined: 30th Jul 2010
Location: United States
Posted: 18th Dec 2013 08:37 Edited at: 18th Dec 2013 08:48
It's still going on. A lot of things have been going on. Semesters over of school. Launching a network of 3 companies with a corporation, making websites for each, scouting for employees, and developing some full libraries in C++.

I'll be spread a bit thin for a bit but after that I plan on going full force on the dream engine. Working on seeing if I can get some investors and employees to help as this project's scope is just massive.

Its now a modular based gaming solution that integrates into every single engine, tool, and imports/converts every type of format needed. It also has its own set of easy to use commands, thread management of tasks, asset encryption, management, and editing, and way much more. Its kinda like a middleware with libraries, editor, and allows imports/exports to every major game engine like unity, UDK, and Leadworks. In the future real time editing within the editor using any engine or directx/open gl package whether on android, pc, or linux.

so i've been busy with figuring out how i'm going to pull that off :p

Now here is a silly video of what I did when I was bored for a 5 min project at almost 2 in the morning:

Years of Service
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Joined: 28th Sep 2013
Location: Moscow
Posted: 6th Jan 2014 15:25
Looks great. Inspire to some ideas


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