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DarkBASIC Professional Discussion / DBPro Tutorial Requests Please

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Richard Davey
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Posted: 27th Feb 2003 03:44
Hi all,

Since early January I've been working on a set of DBPro Tutorials to release to the general public (those of you on DBDN will already be familiar with them).

The tutorials are pretty comprehensive and include screen shots and code where relevant as well as illustrations, diagrams and math.

However what I would like to do now is take onboard some requests and write tutorials specifically for them. Hence why this thread exists.

Post your tutorial requests here but please KEEP THE RANGE CONCISE - by this I mean don't post asking for a tutorial that is "how to write an FPS" because that's not what I'm after - subjects like that are simply too broad and take too long to write. Equally don't ask for "explain all the 3D Math commands" - I will not write a tutorial about an entire command set within DBPro!

So what CAN you ask for?! Well anything else really - and it doesn't matter how specific it is. Something like "how to fade my image to black" or "creating a skybox" or "FPS style keyboard controls" or "saving a high score table to disk". Small, manageable, bite-sized chunks that I can turn into tutorials aimed at addressing issues, not command sets.

So please - get your thinking caps on and start posting your requests, the more the merrier.

Cheers,

Rich
"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Shadow Robert
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Posted: 27th Feb 2003 03:58
just like to see most of the DarkBasic Standard/Enhanced examples rewritten in Pro form

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?
TogaMario
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Posted: 27th Feb 2003 05:14
Weeeeelll, not that you mention it ... A "Selecting 3d object on 2d screen" tutorial would be sweet. Oh, a good Multiplayer test (two spheres running around on a matrix terrain) example would be nice too. Oh, Oh, and saving files to extensions from DBPro-created "level" editors, for a compaitable load option in said DBPro-created editor. That's probably too much, but it would really help me in the direction i'm going. Thanks!

P.S. This is what the alphabet would look like if Q and R were eliminated.
doclar1
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Posted: 27th Feb 2003 05:15
First I would like to take a moment (bow your heads) and
thank Rich for offering his talent and time.

...on with the requests....


1.) Camera Control - First person, third person, smart cam, etc..

2.) WayPoints - What are they, How are they used, Implementation.

3.) 3D Lighting - Tricks, FXs, etc...

4.) Texturing - Baked, Light FX's,...

5.) Reading & Writing Files - Data files and their use, Logs, Error trapping, etc...

6.) Basic 3D/2D Program Structure - How do I start a 3D program skeleton (outline)?

7.) Basic A.I. 2D/3D versions

8.) "Seam free" Sky Boxing - How to make, programs to use, etc...

9.) Matrix Madness - ??? (landscaping, water, planes, etc..)

10.) Project Organization - Using include files, naming convention, general house keeping practice.


Whewwww....just to name a few off the top of my pointy
gray matter!!


Are We ALL Having Fun Yet??? (DBPro + Imagination = FUN!)

----
Warm Regards,
Lawrence D.F.Sr.
TogaMario
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Posted: 27th Feb 2003 05:15
now* that you mention it ...
I just noticed an edit option on the forums, but it gives me an error. "I fooled you again boy!" ~Brak's dad

P.S. This is what the alphabet would look like if Q and R were eliminated.
indi
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Posted: 27th Feb 2003 06:38
Id like a breakdown of each 3d card specific features.

I would like more than one line of explination instead of the same word being regurgitated but still explaining nothing more than the name of the feature.

Please dont forget that information I aksed Yourself and Lee to create.

It will be beneficial to this excercise and the DBP DIAG free source project

Richard Davey
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Posted: 27th Feb 2003 13:50
doclar1 - thank you for that list, very useful indeed but could you perhaps go into more detail? Take maybe just one of those areas and give me some Tutorial Titles that you'd like to see. I.e. "Basic AI - how to get a sprite to follow you" - something like that, you see it's specific things I'm after rather than categories - but I do appreciate you posting this, please do follow it up

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
pathfinder
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Posted: 27th Feb 2003 14:06
AI to control monsters in room enviroments. How do you get them to run at the character, but not pile ontop of each other. All I could ever get was a line of mobs falling over each other to get to me. Guess this would be relavant to most styles of games.

indi
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Posted: 27th Feb 2003 14:55
Richard Davey
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Posted: 27th Feb 2003 15:03
"I would like more than one line of explination instead of the same word being regurgitated but still explaining nothing more than the name of the feature."

This is more of a manual re-write, which is on the cards but not for a while yet. For now list me some specifics and I'll re-do them for you.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
indi
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Posted: 27th Feb 2003 15:08
thanks mate u know it goes into DBP DIAG which can help here.


start with the building blocks to make a castle

Dr OcCuLt
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Posted: 27th Feb 2003 15:52
i wood like to see a good Tutorial about 3D mahts one that shows good ues of MATRIX4, so we can see what sum of them are do?

--Dr 0--
sparrow
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Posted: 27th Feb 2003 16:56
Lightmaps - how to create a lightmap using one polygon and one light... i'm sure we can take it from there

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I Find Winter's Rest.
rapscaLLion
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Posted: 27th Feb 2003 19:35
lightmaps are simple... aren't they???
I figured em out pretty quick but ok:
We want to know how to make Doom III, so give us all da codes.

I mean...

For the noobs, a little tutorial on how programming works would be good I think. No code, just an explination of the logic and concepts.

I would like to see a tutorial on AI, but how bout something like... smooth camera movements? I mean smooth like the ones in the lab demo... and if your REALLY enterprising, how bought a good explination of the "Mosiaq" from the end of said demo?

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Kjetil
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Posted: 27th Feb 2003 20:59
basic AI

- Kjetil
Yskonyn
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Posted: 27th Feb 2003 21:18
Rich, I'd like to see a tutorial on how to create a radar-like component, or minimap (the first for Spacegames and the like, the latter for Stratey Games). The aim is to show how to convert the units in the 3D gameworld to show on the scope on a 2D screen.

Also maybe a tutorial on how to create a basic Newtonian-like game engine for use in Space/Flight sims. I do have my own basic component done yet (thrust-settings), but I am sure I can figure the rest out too, but you do see a lot of request on the board, therefore this is more a request for the others rather than for myself.

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
Janster
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Posted: 27th Feb 2003 21:39
As someone new to DBpro I'll be looking in here with interest. Having downloaded the demo version I was amazed at what I achieved in a day just by studying the help system.

"How to move objects in a non-linear path" would be a nice starter.

Cheers Rich

"Now that it's done,
I've begun to see the reason why we are here.."
Galiem
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Posted: 27th Feb 2003 23:25
Formatted Functions and DLL's

Just imagine you're a newbie..

"What's a formatted function? What format does it have to be in? How do we make them? How do we know if one made in another language will work"

"What's a DLL" (okay that won't happen often) "How do we know what a DLL does? How do we figure out the syntax and semantics of the commands included in DLL's? How do we make our own?" That last one is a bit of a stretch, but you get the idea 8)

I myself would like to know the standards on formatted functions for use in adding scripting capability to a world creation application I am working on. I'm sort of an advanced noob 8)

_Gouki_
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Posted: 28th Feb 2003 11:43
Hi all,

A set of examples on the use of Vertex and Pixel shaders would be great (not on writing the actual shaders, but the integration with DBPro).

Cheers,

Darren

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Posted: 28th Feb 2003 14:29
Altering images and objects with memblocks

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You never survive it.
UberTuba
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Posted: 28th Feb 2003 14:29
And also an explaination of UV data

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You never survive it.
Fireburst
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Posted: 28th Feb 2003 17:33
Hmm.. so many subjects

Basic pathfinding?
Basic Isometric point & click movement?
Basic game GUI?
Basic collision detection?

In theory, there is no difference between theory and practice. But in practice, there is.

P4 2.53 Ghz-60 Gig HD-GeForce2Ti 64MB-256 DDR
Richard Davey
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Posted: 28th Feb 2003 17:39
Better.. better! We're getting there Still a little too general though but even so the replies are good.

Let me give an example:

"Basic game GUI?"

This one potential tutorial relies on a number of things:

1) Detecting if you've clicked on an area with the mouse
2) Changing the mouse pointer (image/sprite/cursor file)
3) Button driven events
4) Playing sounds when a user does something
5) Basic "loop" theory

See where I'm coming from? What I need are these basic building blocks first - if I wrote all 5 of those things above into tutorials I could then combine them into a "GUI" one easily (and I daresay they apply in lots of other cases too).

This is how detailed I was hoping the suggestions would become I hope this helps people here think of some more?

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
monkee
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Posted: 28th Feb 2003 18:09
Hello, Please could you post a tutorial on how to code pacman style ai. Im really interested in doing a new version of dungeon master so it would come in really handy as it should work in 3d. Also how to implement a 3d map using blocks. Oh, is there any way of flipping objects on there local axis?
Cheers

Yskonyn
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Posted: 28th Feb 2003 18:19
Well the radar scope tut will not be a general one would it?
Maybe you are refering to this:

-Getting distance and position info from object in world.
-Converting the information to 2D.
-Showing the info on the scope

?

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
Benjamin
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Posted: 28th Feb 2003 19:13
Ive had a great idea for a tutorial and it would be great for a submarine game...I will post the source soon along with what its for

xxxpetratxxx
B. R. W
IanM
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Posted: 28th Feb 2003 21:33
How about a basic tutorial on the input commands, followed by user-configured input?
Rob K
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Posted: 28th Feb 2003 21:52
GIMME DA CODES

NOBODY has a forum name as stupid as Darth Shader. I do.
IanM
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Posted: 28th Feb 2003 21:56
LMAO
Mariner
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Posted: 3rd Mar 2003 07:04
Rich: I just got my retail copy of DBPro and installed it I downloaded the patch and ran it successfully. My problem appears that I cannot figure out how to invoke double precision. I compared DB with DBPro math several ways and get the same results from both.

9.99999 - 9.99998 = 1.049e-005.

That's a pretty significant error for what I am trying to do.

How about a tutorial on the math stuff that is not in the documentation (or if it is I am incapable of locating it). Also, the common exponentiation, x^y does not seem to be supported in DB or DBPro. Neither are log() or ln() which are much more useful than the hyperbolic trig functions that are easily calculated using EXP().

I know that DP is designed for creating games, but there are some advanced games that require just about all the math functions available. MS Flight Simulator comes to mind.

Richard Davey
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Posted: 3rd Mar 2003 14:10
A bit off topic, but Mariner - to invoke double point precision you simply use the double float datatype:

A AS DOUBLE FLOAT
A=9.99999 - 9.99998
PRINT A

There are currently no commands to format the output of the double precision floating point value however.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Mariner
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Posted: 3rd Mar 2003 18:46
Thanks, I just have to remove the Dim statement used by VB.

regards, Jim M.

pugmartin
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Posted: 3rd Mar 2003 20:16
Well i just want to say thanx to rich for his taking the time to ask us exactly what we are after rather than churn any old rubbish out that would be helpful to no-one.
Any way, i agree with just about all of the suggestions so far but notice one fairly obvious tutorial i thought would be more sought after: simple physics code.

I think most people would agree with me that even the most mediocre game is enhanced with the inclusion of physics/gravity based collision.
Specifically: * Simple inertia on objects
* Simple momentum
* The effect of gravity on an object
and so on but not forgetting a simple trajectory tut as this can be used to great effect in almost any game. I think these subjects would benefit all of us on these forums and look forward to richs comments. Cheers mate and thanks for listening

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Plutarck
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Posted: 4th Mar 2003 06:11
The vast majority of these suggestions are really great, and I'd be interested, at least at some point, in the vast majority of them.

From reading quite a many question about it, the main two recurring themes I'm seing lately seem to be about the following:

Cameras
Menus

Cameras tend to be mighty complicated due to the math involved, yet they are so fundamental to game creation that making them even easier to learn and use would seem to be quite helpful.

As to Menus, perhaps a straightforward tutorial-example on creation a few of the basic kinds of menus found in games in 2D, and 3D (needn't be just one tutorial, naturally ).

To wit:

Press a key and menu appears style (pop-up menu)
Mouse-over and expand/appear style (with keyboard navigation, such as shortcut keys and/or arrow keys)
Main Menu style kind of menus


Oh, and just wanted to commend you on your efforts to find what the community actually wants and needs, and supply it. Smart mutually-beneficial business move, and there are seemingly so few of those kinds of things in general

You'd think customer-centric businesses would be ubiquitous in practice by now...

"My house has a 3D interface. I'm constantly losing crap, running into things, and it's always a mess."
Morales
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Posted: 4th Mar 2003 07:23
-how to make a simple collision box-
-how to get shadows to work on a BSP-
Morales
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Posted: 4th Mar 2003 08:17
-also fade the screen-
Benjamin
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Posted: 4th Mar 2003 15:08
This fades the screen:



xxxpetratxxx
B. R. W
Richard Davey
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Posted: 4th Mar 2003 16:20
Petrat - why on earth do you do 255-x? for each colour channel? Why not just x ??! I think we need a tutorial on optimisation

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Richard Davey
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Posted: 4th Mar 2003 16:21
Sorry - I mean just x and do a -1 step.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Oraculaca
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Posted: 4th Mar 2003 16:58
Hi,
How about a guide for a general 2d platformer .A lot of tuts seem to be for help with 3d aspects of game coding. Ive been starting out with a basic 2d platformer(very basic ) and whilst its coming together, I would have found a good tutorial very beneficial
In particular a focus on:
building levels
enemy ai
and physics.(ie jumping,falling friction etc)

Cheers

Not-Mr-Thumpy wrinkled his nose, it was suddenly hard to concentrate
Benjamin
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Posted: 4th Mar 2003 17:23
ohh, oh. Thanks for the info

xxxpetratxxx
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David T
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Posted: 4th Mar 2003 20:05
Memblocks. I really need to know how to use memblocks properly!

Perhaps showing how to manipulate images, etc?

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Benjamin
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Posted: 4th Mar 2003 21:54
yeah, thats a point. i never understood them

xxxpetratxxx
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Richard Davey
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Posted: 5th Mar 2003 13:20
I figured it would be helpful if you knew the titles of Tutorials that are already finished:

Tutorial 1 - Screen Scrolling Techniques. Learn how to get fast full-screen scrolling just by manipulating the UV data of sprites.

Tutorial 2 - Rainbow Shaders. A complete guide to using the rainbow shading effects and how to prepare the rainbow image for them.

Tutorial 3 - RGB Colour Values. Everything you ever wanted to know about mixing colours, the RGB commands and the POINT command.

Tutorial 4 - Data Types. Your only complete guide to all of the data types used in DarkBASIC Professional, their sizes, limits, C++ equivalents and a complete guide to understanding binary, integers, floats and memory structure.

Tutorial 5 - Boxes. You'd be amazed what you can achieve with the humble box command!

Tutorial 6 - Huge Dungeons. Build truly massive dungeons and let your players roam free around them!

Tutorial 7 - The basics of 3D space - 3D units, scale and moving around.

Tutorial 8 - 2D Star fields. A true stallwart of shoot-em-up games, learn how to build your own 2D parallax star field and get a good introduction to Types at the same time.

Tutorial 9 - 2D MemBlock Star fields. Building on what we learnt in Tutorial 8 we teach you all about memblocks and pixel locking to give our star field a serious boost of speed. Essential (but advanced) reading.

Tutorial 10 - Sprites and the Blue Background. Learn how and why the 3D environment is initialised when you use sprites in DBPro and how to avoid the "blue background".

Tutorial 11 - Field of View. It's one of the most important parts of DarkBASIC and yet most people don't even know about it - here we present the Field of View, how to change it and what effect it will have if you do.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
SoulMan
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Posted: 5th Mar 2003 18:40
So when will they be released for us?
SoulMan

I am my own and own my am I
Benjamin
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Posted: 5th Mar 2003 19:47
cool

xxxpetratxxx
B. R. W
monkee
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Posted: 5th Mar 2003 22:11
Nice1, like the sound of the dungeon tutorial.
Is there any chance you could also do a tutorial that shows us how we could place/interact objects from a 1st person viewpoint. (then my dungeon master dream could be a reality! )

Is there any chance that level of detail modelling will be supported in the later versions of dbpro?

Also is it possible to turn off filtering on textures? when i load an images to sprites (with specified transparency colour) the sprite has a small amount of the transparency colour on its edges.

Thanks
Fluffy Paul
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Posted: 6th Mar 2003 05:53
Field Of View - that great feature whos default value is 90, yet when you set it to 90 the FOV blatently changes.
Don't tell me... patch 4, right?

Anyway, I'd like to know what all the vectors and matricies are for.

A specific thing I'd like to know is if my camera is looking at a matrix, how can I work out the 3D coordinates represented by each pixel?

Ta!

Ending a sentence with a French word is so passé
Richard Davey
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Posted: 6th Mar 2003 06:19
The default FOV is NOT 90 (as you'll soon read for yourself).

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
TogaMario
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Posted: 6th Mar 2003 06:59
I've got a good one ... I want a tutorial on how to create a game in DBPro that consists of only matrices and .X files ... has collision detection, and the engine itself acts much like "everquest" but not MMORPG Or maybe, just how to find the height of a .X file. And how to enter .X buildings ... Thanks!

P.S. This is what the alphabet would look like if Q and R were eliminated.

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