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DarkBASIC Professional Discussion / Can I use DBPro to make a 3D modeling program?

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DarkApple
12
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Joined: 22nd Jun 2014
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Posted: 8th Sep 2014 07:08
Like the title.

I am asking if DBPro has the ability to make at least a simple 3D modeling program with textures/materials and can save/load models and images, for non-game related purposes. I want a 3D editor, but my computer has low resources and the cost too. I realize Dark Basic Pro may not be able to do this, but I was just wondering.

In addition, can I make my own video editor too?
wattywatts
17
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Posted: 8th Sep 2014 07:20
Yes it can, but if you only want to do so because you have a slow pc, it would be much easier to get a basic modeling program such as anim8or. Making a modeling application would be a pretty complex undertaking. Unless you really want to make one, then go for it!
Van B
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Posted: 8th Sep 2014 11:02
The video editor would be a lot more complex, as DBPro doesn't really have any native support for video files.

Models on the other hand can be made from memblocks or even just vertexdata commands. I started a modelling package when DBPro first came out, but then I got into Rhino3D and it dies - but it's certainly possible. It can even help you cheat with 3D rotation math - like first make a dummy cube, position the cube object at the pivot point you want to rotate around, offset it's limb to the vertex location you want to rotate - rotated the cube object, and then the new vertex position is retrievable from just the GET LIMB POSITION commands.

Besides being an interesting project, you'd learn a great deal about how models are made and processed in engines.

I would have a standard 3D view, then have the side, top, front etc views just use lines and the raw vertex data... when you need to drag a vertex - draw all the lines to the vertices again except the ones that are being moved, grab that as an image then just draw the moved lines on top of it while the mouse is clicked. That way it should stay fast enough to be usable on a high poly model.

Vertex editing an existing model is probably the best way to start out - load a model, lock the vertexdata then mess around with the position, colour, UV coords and normals. You can always look into adding your own custom meshes once you know that stuff - I think it's wise to stick to using pre-made primitives, it would be easy to get bogged down trying to figure out closed polyline meshes and stuff. At least with primitives and vertex editing those - well it would let you get started and be a lot more interesting that way.

I am the one who knocks...
Burning Feet Man
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Location: Sydney, Australia
Posted: 9th Sep 2014 04:34
Hey Van B, have you got an example where a 2D profile is drawn, say, a hexagon (or any 2D shape really), and then via the technique you speak of, that 2D profile is extruded out? Is it then possible to even texture such resulting shapes?

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chafari
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Posted: 9th Sep 2014 13:14 Edited at: 9th Sep 2014 13:15
Hi there .
Quote: "have you got an example where a 2D profile is drawn, say, a hexagon (or any 2D shape really), and then via the technique you speak of, that 2D profile is extruded out? Is it then possible to even texture such resulting shapes?"


This can be made in a lot of ways . Here's part of one code I made to make my dungeon. Paint the contour with left mouse and press controlkey when ready .





I'm not a grumpy grandpa
Burning Feet Man
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Posted: 10th Sep 2014 00:18
Chafari, this is awesome! Next part of the puzzle, is how would you cap that, as in, make a polygon the shape of your creation?

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chafari
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Posted: 10th Sep 2014 01:28
Quote: "Next part of the puzzle, is how would you cap that, as in, make a polygon the shape of your creation?"


That is easy too . We have to make our function to make triangles . If you are interested , I can make an example easy to understand.


Cheers.

I'm not a grumpy grandpa
Burning Feet Man
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Posted: 10th Sep 2014 03:33
Yup, a flat mesh of triangles to match the manually drawn perimeter. Any bare-bones example you could provide would be a huge boost to me getting back into DBPro.

Once I get the general idea of the technique, I'll then put together a benchmarking application, test out the performance!

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chafari
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Posted: 10th Sep 2014 04:12 Edited at: 10th Sep 2014 04:13
Quote: "Any bare-bones example you could provide would be a huge boost to me getting back into DBPro"


OK Here we go !. Darkbasic Pro can make the same objects as any 3D program . This example I put here is to show you how to control where you have to create each triangle to form a contour . In this example I use randomly vertices scattered on the screen . Imagine tha this is the contour that we made with the code above . Now we want to make faces for every three vertex . Start making triangles, selecting clockwise the three vertex. Don't worry about the texturing, as this need another function for next class .

In upper left, you can see:
Verter selected
control point
Total triangles

We need three control points to make a triangle ...every three control points we will have a new triangle and control point will be reseted to zero . When you finish, you can save the model to test.





I'm not a grumpy grandpa

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