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pentagon51
23
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Joined: 31st Jan 2003
Location: United States
Posted: 2nd Feb 2003 09:25
hey do you guys think there would be a point in making a game engine in db,or would it be better to use c++
for the blood and honor
darkCorridor
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Posted: 2nd Feb 2003 11:15
As far as i know basically DB IS a game engine ... then again someone might want to put me right...

[br]mikey
UberTuba
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Location: Brittania
Posted: 2nd Feb 2003 12:02
c++ is only good for huge games and teams, where there are a lot to people to make the game shine. db is better for smaller teams

Life is a terminal disease.
You never survive it.
Shadow Robert
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Location: Hertfordshire, England
Posted: 2nd Feb 2003 18:19
depends on your knowlage of either... i mean as it stands Corridor is right Pro really is essentially a game engine itself, but thats if you use the standard formats.
you could create your own engine alot quicker and easier within Pro ... however you still may want to rely on some DLL input commands coded in C|C++

Anata aru kowagaru no watashi!
haggisman
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Location: United Kingdom
Posted: 2nd Feb 2003 18:30
tbh i always thought of db/dbpro as a basic programming language with a 3d engine, a game engine would really be what i coded in db/dbpro to make well... my game.

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Epidemicz
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Posted: 2nd Feb 2003 19:39
I agree with haggisman.

I am the very disease you pretend to be.
indi
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Location: Earth, Brisbane, Australia
Posted: 3rd Feb 2003 06:14
Your engine code sits up here

Dark Basic

Direct x

operating system

hardware


quite a few layers huh

Fluffy Paul
23
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Location: United Kingdom
Posted: 3rd Feb 2003 18:33
Direct X is the game engine.
Anything you write in DB/Pro is telling Direct X how to organise the models and sounds and how to respond to user input.

Ending a sentence with a French word is so passé
IanM
Retired Moderator
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Location: In my moon base
Posted: 3rd Feb 2003 19:01
I agree with Indi here, the game engine is what drives the game 'world'. He just missed one or two layers is all.

DirectX may do a lot of things, but it doesn't run your game.
Shadow Robert
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Posted: 3rd Feb 2003 21:08
Your Game -> Dark Basic -> DirectX -> OS -> Hardware
thats what DarkBasic was like,

Your Game + DirectX -> OS -> Hardware
thats what Professional is like, the DirectX libraries are used in conjunction with the code which is compiled into "Assembly?" ... which is why its a hell of alot faster

Anata aru kowagaru no watashi!
Gu re gu
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Posted: 4th Feb 2003 14:22
I thought the whole idea of DirectX was to bypass the OS, because the OS has a lot more junk in there running at the same time.

GAMES >> DirectX/OpenGL >> Hardware

Non-Demanding >> OS >> Hardware
programs

Daih Thel phae 'e, clann 'e phaen
IanM
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Location: In my moon base
Posted: 4th Feb 2003 14:44
DirectX still has to work with the OS. Where do you think the mouse input, video and sound drivers, keyboard input, hard-drive access, CD access, network access, memory access, DLL mapping etc come from?

DirectX does not talk to any hardware directly. It's all done through low level driver access which sit within the kernel.

Games >> DirectX >> Drivers >> Hardware
Other Apps >> GDI etc >> Drivers >> Hardware

It's a little more complex than that though
Shadow Robert
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Posted: 4th Feb 2003 21:41
Yeah ... well if you want to get into symantics about it
Anyone wanna see the DirectX layering for AmigaOS, hehee thats fun to show - so many environments and you only walk a single path i swear programming for Amiga is still a challenge because you have to suit one of 3 Operating Environments

Gets a .Net upgrade at the end of the year with AmigaOS .Net (5.00) ironic really as the .Net features were added in Windows v5 too hahaa

but we're all getting a little off subject now

Anata aru kowagaru no watashi!
Raize_k
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Posted: 5th Feb 2003 04:55
Im Quite unimpressed.....DX is an API...not an ENGINE....

BHoltzman
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Posted: 5th Feb 2003 05:34
I am impressed, because I love Calvin & Hobbes!!

Shadow Robert
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Location: Hertfordshire, England
Posted: 5th Feb 2003 08:07
quite unimpressed with what exactly?

DirectX has engine elements within it ... the actual interfaces are the APi the function macros are part of the engine.

Any Dx programmer would know that

Anata aru kowagaru no watashi!
Benjamin
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Location: France
Posted: 5th Feb 2003 14:44
Raven?...

xxxpetratxxx
B. R. W
darkCorridor
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Posted: 5th Feb 2003 17:52
I don't personally program in C/C++ but most game developers who do spend a few months of development creating a game Engine. But I know for certain that i don't do that in DB/DBPro! I don't really see the point. Also I don't beleive that DirectX is a game engine because it genrally is the CORE commands - Eg. in DBPro you wouldn't declare variables or arrays containing the DirectX DLL's. You just have the commands ready from the start.

[br]mikey
darkCorridor
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Posted: 5th Feb 2003 18:04
OK - I been thinking - In a way creating your own commadns in DBPro would be a sort of engine but not one properly but i suppose if you were creating a long game it would be better if you write your own commands and use the 'Include' command.

[br]mikey
Shadow Robert
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Posted: 6th Feb 2003 02:04
you should ask yourself exactly what a game engine is?
then perhaps you'd be in better positions to know what constitues as one and what doesn't.

DirectX itself consists of 2 parts ... the Driver APi which you program your drivers to which you can then program within C++ because there is a generic overlay.

However there is a second part full of the macro's which built up the engine of DirectX.
The functions like Pixel Shader Instances is part of the APi ... however Pixel Shader Assembly features ontop of the instance, that is part of the engine.

Just like making an instance for the geometry used is part of the APi... using a Matrix within that instance is part of the engine.

Do you understand why though?
Because making a matrix is a macro structure and is updated independantly - however you can still edit the data of how it is setup because it is a physical setup rather than a true function ... does that make anysense?

if you think about its the same as DarkBasic has Matrix, which you can use and edit - that is part of the engine, however you don't have to use them to make the matrix. It is entirely possible to create your own

perhaps now Engines are making more and more sense to everyone

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Raize_k
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Posted: 10th Feb 2003 09:41
Look here....I've programmed with some of the DX interface
and I know its not an Engine, I can understand why You may think it is an engine, but the Direct X SDK is An API, the commands and interface for it is the building blocks to making a 2D or 3D engine(its not all about graphics becuase direct play, Dinput and such come into play), the Commands and code are very specific and intricate in general.

<BR>DB is an Engine, 3DGameStudio is an Engine, "UNDERSTAND THAT EVERY GAME ENGINE MAINLY HAS ITS VERY OWN SIGNATURE LOOK AND FEEL WHEN DEALING WITH 3D or 2D", take for instance all the Quake Engine games, (Quake, MOHAA, Soldier of Fortune etc.), and then the Unreal Engine Games (TacOps, Strike Force, Unreal, Unreal Tournament), BOTH ENGINES USE OF COURSE THE DIRECT X API, YET THEY BOTH OWN A SIGNATURE WAY OF DISPLAYING Graphics: THERE PIXELS ON THE SCREEN, THE ALGORITHMS FOR 3D DISPLAY AS WELL AS 3D Calculation, and the WAY THE GAME COMMUNICATES WITH YOUR HARDWARE......so raven...I hope that YOU understand what a Game Engine really is, you better do more research before start talkin like a Scientist around here...care to correct me?

Athlon +2000 -=- Plus GeF4 -=- 786DDR <br>
I would rather USE VB and the DX SDK....
Shadow Robert
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Posted: 10th Feb 2003 12:06
yeah i would care to correct you ... because there is a GREAT difference between the interface of DirectX and the Engine of DirectX.

But they're seemlessly intergrated, which is no doubt why you believe that it isn't. The APi is simply a direct pointer to the hardware using the low level code to create instances which can be used when developing your own engine. HOWEVER DirectX already has a basic engine in there, because a game engine is the framework you use to develop your titles ... and althought these can be unique, they're not always.

Quake 1 - 2 - 3 have thier own engines, and they do not use DirectX is any shape or form ... because DirectX is a full OO APi and the Quake Engines were developed within C, which doesn't use OOP. You can't go by the code you find within the Engine SDK's on thier ftp because Carmack recoded them for Visual C++ 6.0 and included ALOT of comments, because he works from almost commentless code.

the UT engines are Engines because they don't use ANY of DirectX's Engine aspects because it needs to utilise the Graphics from Software & OpenGL as well, and i'm aware that Dx isn't just about the graphcs ... and UT doesn't only use its graphics, but when you make an engine which is to access both Direct3D and OpenGL you CAN NOT add support for things which are only viable within one APi without loosing compatibility with the other.

They're using pure instances of the devices and creating thier own content ... however DirectX has engine content as well - DarkBasic even uses some of this engine content because it isn't restrained to being purely thier own engine, and infact alot of the program is simply wrapping functions which will compile into useable code.

When they introduce their new pipeline THEN it will be closer to a Stand Alone Engine... however why not completely?

Becuase they'll be still relying on the DirectPlay functions for networking, DirectInput functions for Input Devices, etc...
There is no shame in using these because it'd be a bitch to have to recode for every controller and networking within DirectX isn't exactly the easiest of things in the world.
But at the end of the day they will still be using aspect from the DirectX Engine whilst using the APi for instance for certian other aspects.

are you any closer to understanding now?

i mean look at what you wrote ->
Raize_k - "BOTH ENGINES USE OF COURSE THE DIRECT X API, YET THEY BOTH OWN A SIGNATURE WAY OF DISPLAYING Graphics"

which firstly you were wrong with the first statment, and it is amusing how many people believe that Quake Engines were Dx based ... but also you hit the nail on the head, UT uses 3 APi's for utilising the Display Devices - so it MUST have its own engine in place.
And OpenGL has ZERO Engine features, which is why Quake also had to.

anychance you care to explain what exactly an APi is? be interested to hear what you think to word stands for, and also what its function is.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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