Dark GDK Experimentation (OScoder's Worklog)
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Dark GDK Experimentation
New Project
Hi there!
Well, I've decided to start a new project using darkgdk. I'm going to make some of my own models and stuff for once - here's a couple of screenshots from the first 'scene':
Thats all for now - not even sure exaclty what the game will be about - just going to go with the flow :-).
Well, I've decided to start a new project using darkgdk. I'm going to make some of my own models and stuff for once - here's a couple of screenshots from the first 'scene':
Thats all for now - not even sure exaclty what the game will be about - just going to go with the flow :-).
(Posted on August, 15th 2009, 00:59)
2 comments
2 comments
Progress and screenshot
Well, I'm making progress with my experimentation, though I must report that the docs for DarkGDK are a little confusing, and could do with containinf more information! Anyway, I decided to make a small shooter project to test the engine out, which is almost done. The code is jumbled as hell as I was rushing to make something happen, but hey, it works!
Here's a screenshot:
I'll upload it here in a couple days, once I've done a little polishment.
OScoder
Here's a screenshot:
I'll upload it here in a couple days, once I've done a little polishment.
OScoder
(Posted on July, 14th 2009, 23:27)
4 comments
4 comments
Object class
Hi there!
Since I now have a computer worth running this on, I decided to take a look at DarkGDK, and what it can do. So, today I downloaded everything (visual c++ express, dark gdk, etx), and loaded it up. It'll be nice to try 3D programming with these simple functions, as opposed to the confusingness that is directX.
So, so far I haven't done much, just ported over an old class I used in a gamedev library (yet another failed project :-( ). This should make everything alot less complicated, as it has a functionality similar to DIV. One (virtual) function, frame(), gets called every frame, by the synchronisation function I wrote, which has a linked list of all the objects. Basically, this will mean that instead of putting something like this in my main game loop:
I just put this:
And this in the object class:
Just imagine how much simpler this will make things when I have multiple types of object that may or may not need running! The frame method is virtual as well, so I should be able to derive all my other classes from it too!
How good.
OScoder
Since I now have a computer worth running this on, I decided to take a look at DarkGDK, and what it can do. So, today I downloaded everything (visual c++ express, dark gdk, etx), and loaded it up. It'll be nice to try 3D programming with these simple functions, as opposed to the confusingness that is directX.
So, so far I haven't done much, just ported over an old class I used in a gamedev library (yet another failed project :-( ). This should make everything alot less complicated, as it has a functionality similar to DIV. One (virtual) function, frame(), gets called every frame, by the synchronisation function I wrote, which has a linked list of all the objects. Basically, this will mean that instead of putting something like this in my main game loop:
Code:
for ( int i = 1; i < 50; i++ )
dbRotateObject ( i, dbObjectAngleX ( i ) + 0.1, dbObjectAngleY ( i ) + 0.2, dbObjectAngleZ ( i ) + 0.3 );
dbRotateObject ( i, dbObjectAngleX ( i ) + 0.1, dbObjectAngleY ( i ) + 0.2, dbObjectAngleZ ( i ) + 0.3 );
I just put this:
Code:
frame();
And this in the object class:
Code:
void c_object::frame()
{
dbRotateObject ( db_object_id,
dbObjectAngleX(db_object_id) + 2,
dbObjectAngleY(db_object_id) + 0.2,
dbObjectAngleZ(db_object_id) + 0.3);
}
{
dbRotateObject ( db_object_id,
dbObjectAngleX(db_object_id) + 2,
dbObjectAngleY(db_object_id) + 0.2,
dbObjectAngleZ(db_object_id) + 0.3);
}
Just imagine how much simpler this will make things when I have multiple types of object that may or may not need running! The frame method is virtual as well, so I should be able to derive all my other classes from it too!
How good.
OScoder
(Posted on July, 6th 2009, 18:13)
2 comments
2 comments
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