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DarkBASIC Professional Discussion / 3d Rendering Software made in DBPro

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TogaMario
23
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Joined: 30th Jan 2003
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Posted: 4th Apr 2003 07:05
Could one, theoretically, produce a rendering and animation package with DBPro? Sorta like 3dsmax or Maya, but not quite as complex in features? Maybe what i'm looking at is more along the lines of Milkshape, but more professionally geared towards the process of making low poly models.
P.S. This is what the alphabet would look like if Q and R were eliminated.
The admiral
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Posted: 4th Apr 2003 08:01
It is possible but it wouldnt be easy the whole 3d model,vertice data manipulation etc is on the more complex side of dbpro programming.

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TogaMario
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Posted: 4th Apr 2003 10:18
Well, I would really love to see an elaborate explaination of the "darker" side of the DBpro, like the vector stuff. Don't know what they are for at this point, but i'm sure if someone would explain it, I could pick it up easily.

P.S. This is what the alphabet would look like if Q and R were eliminated.
EddieRay
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Joined: 28th Feb 2003
Location: USA
Posted: 4th Apr 2003 10:30
Yes... docs would be good for the vector stuff...

It will be great to keep stuff compact using vectors instead of scalar variables - for example, one variable to use with POSITION OBJECT instead of the three X,Y,Z components. Vector math will streamline those intense calculations that we need to do for physics, collisions, etc. Hopefully, commands like "OBJECT ANGLE" and "OBJECT SIZE" will eventually be made and return vectors (in addition the the "OBJECT ANGLE X/Y/Z" commands).

TogaMario
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Posted: 4th Apr 2003 10:53
I would love to see "Advanced DarkBasic Professional for Dummies" or something along those lines I'd buy it.

P.S. This is what the alphabet would look like if Q and R were eliminated.
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 4th Apr 2003 11:57
yes creating a renderer in DarkBasic Pro is quite simple... as long as you know your A Level math (^_^)

i think it was Blivvy who showed it was possible to develop one in DarkBasic Standard - and in Pro you have alot more tools and data types at your disposal to produce this
you just really need to understand the dynamics of light with vector maths and you can achieve it quite easily ... however if you expect something with Global Illumination or such then i'd suggest that you put alot of research in because the volumetrics, causistics and such at pretty hard.

personally i've faked the volumetrics in favour of a shader technique of 10 planes from the back->front of the scene each uses a assembly software shader routine ... and then the texture placed with alpha is done with the calculations there

and a volumetric axis point is done the same way by 10x10x10 planes and then from the furthest away Z @ 45° (^_^)

-----------------------------

as for vector math and such it is actually pretty simple... i mean its just a technique used in 3D Maths to make an XYZ value (vector3) into a index value which allows you to mainpulate all 3 points at the same time
if you think of all the 3D Math routines the same as standard operators then it all seems ALOT simpler

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?
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 4th Apr 2003 15:16
Raven, for the love of god don't talk like that again your confusing me!

The vector3 thingamies in DBPro are one aspect I would:

A) Love to understand
B) Cannot for the life of me grasp

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Cras
23
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Joined: 15th Oct 2002
Location: United Kingdom
Posted: 4th Apr 2003 15:25
im currently studying AS maths and after reading this post, i dont want to study A level maths anymore. Thanks a bundle guys (and gals... it COULD happen). As it happens, im now late for a maths lesson.
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 4th Apr 2003 16:38
well a vector is so simple to understand...
what happens in DarkBasic/OpenGL/DirectX - is you convert a 2/3/4 float into a Vector2/3/4 and then it gives you an integer return which is now effectively the vector address which tells the program where in the memory to search (they're still like 16bit/24bit/32bit values in the memory)

when you then use the 3D Math it'll then do the mathematical equasions you want on them at the same time ...
so say you do a Cross Product of 2 vectors

CROSS PRODUCT VECTOR3 ReturnVector, VectorA, VectorB

well what happens here is just like this effectively



i know making a functio like that is current impossible but it is possible to get the same results with memory pointers (i'm just not good with them yet to confidently code with them yet)

as i said 3D Maths isn't really difficult just case of remembering the operators of them for the result you desire
CrossProduct is good for finding the Centre of 2 3DVector Positions - whereas DotProduct is good for finding the overall distance between all 3 points

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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