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النشرة الدورية 72 لموقع تصميم الـألعاب العالمي 3ds game creator الجزء الأول
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النشرة الدورية 72 لموقع تصميم الـألعاب العالمي 3ds game creator الجزء الأول
حصريآ على منتدى رابطة كلكامش الألكتروني النشرة الدورية لأخر أخبار الحديثة المتعلقة بتصميم الألعاب
Editorial - January 2009
[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
Looking back at 2008, I can pick one particular coding skill that changed the way I do things, and opened up a whole new world of possibilities. Once again, it was something I discovered at The Game Creators Convention, this time from Ian, forum regular, moderator and author of the [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] utilities.
Stacks are my must-have technique going forwards into 2009. I knew about them already, but always thought the trade off between coding and performance was not worthwhile. I was very wrong. Put simply stacks allow you to track a collection of entities very efficiently. Let's take the example of 10,000 potential objects (I say potential, as you may have anything between 0 and 10,000). For the stack system, you need two additional arrays of the same size, that will simply hold integer values - the indexes of the objects in the original array. When you need a new object you take it from the "objects still available" stack and put it on the "objects in use" stack. Likewise, when you have finished with your object, you put it back on the "objects still available" stack, remembering to shuffle the remaining objects in use down to fill the gap. Now, when you need to act on your objects, you don't need to check all 10,000 entities. Simply check the "objects in use" stack and go directly to the array elements that you need to be concerned with.
This is a very quick explanation of a stack system, and doesn't do it any justice. If you haven't used them before, I would recommend sitting down with the above example, and playing with the figures to see how much processing time you might save as the number of entities fall and rise. I have found it particularly useful with an effects system I have in development, where several hundred exchanges can be made in just a few seconds of processing.
In 2009, I hope to find many more useful techniques, and even revisit those that I have dismissed in the past as I did with stacks. Of course the forums will be my first port of call, they have served me well for the last 5 years and will do so for the future.
In this first issue of the new year, we have reviews of DarkBASIC Professional, Social Arcade, FPSC and FPSC X10 in terms of the progress thay have made over the last 12 months, and where they are headed in the near future. We see the introduction of Genetica to the range of products available from the TGC site, enabling seamless and animated textures at a highly professional and advanced level. There is also the usual features, including a host of videos and Lee's tip of the month covering LOD techniques. Please, enjoy this first issue of 2009, and let us all look forwards together to a productive 12 months.
Until next time,
contents
(1) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (2) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (3) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (4) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (5) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (6) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (7) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] ( [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (9) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (10) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (11) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (12) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (13) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (14) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
DarkBASIC Professional News
Dark Basic Professional U71
Work had started on the new U71 version soon after the TGC convention 2008, and has not stopped or even slowed down as this increasingly large update seeks to improve features and help pages within the language. Thanks to a steady stream of suggestions and refinements from the forum public beta testers, we have been able to complete what is a great update to the Dark Basic Professional language. You can download it direct from the Dark Basic Professional main web site.
The big deal about this update is the internal merging of the DarkGDK source code, so from U71 onwards the DBP and GDK source codes are one and the same again. These code paths split over a year ago as the GDK underwent some changes that would have interfered with the smooth running of DBP and its own update cycle. Now that project is complete, we have brought the code back into a single source code base and ensured the best of both worlds made it into each product.
Although we create a rod for our back each time we substantially add to the language, we just could not resist adding a new post process screen command which allows the entire screen to be redirected to a render texture and that image rendered via an internal screen aligned quad through a shader effect to the final backbuffer which is the screen you see. The upshot is that you now have some new commands called TEXTURE SCREEN, SET SCREEN EFFECT, DRAW TO CAMERA and DRAW TO SCREEN which combine to allow you to apply a shader to the screen. This means you can do things like BLOOM, GREYSCALE, HEAT-VISION and other post process effects on your final screen in very few lines. We have also made it fully compatible with the DarkSHADER system so you can load DBS files from DarkSHADER and have them affect the screen in five lines of code.
For those who want to own every plug-in, you will notice a new module in the latest certificate viewer which shows we are about to provide official support for GreenEAR. We will announce this in more detail with examples and demos next year. All we can reveal now is that this module is totally awesome and if you ever wanted to make a game that runs on a server, but did not want the hassle of writing a game that runs on a server, this is a must have module!
In amongst the usual flood of tweaks, bug fixes and help system improvements, you will find a cool new parameter in the LOAD SOUND command which allows you to set the sound so when it plays or loops, it does so globally. That means even if your application is hidden or does not have focus, it will still play your sounds. Ideal if you are making a sound application.
You can upgrade to U71 now, by [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] the latest update.
Editorial - January 2009
[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
Looking back at 2008, I can pick one particular coding skill that changed the way I do things, and opened up a whole new world of possibilities. Once again, it was something I discovered at The Game Creators Convention, this time from Ian, forum regular, moderator and author of the [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] utilities.
Stacks are my must-have technique going forwards into 2009. I knew about them already, but always thought the trade off between coding and performance was not worthwhile. I was very wrong. Put simply stacks allow you to track a collection of entities very efficiently. Let's take the example of 10,000 potential objects (I say potential, as you may have anything between 0 and 10,000). For the stack system, you need two additional arrays of the same size, that will simply hold integer values - the indexes of the objects in the original array. When you need a new object you take it from the "objects still available" stack and put it on the "objects in use" stack. Likewise, when you have finished with your object, you put it back on the "objects still available" stack, remembering to shuffle the remaining objects in use down to fill the gap. Now, when you need to act on your objects, you don't need to check all 10,000 entities. Simply check the "objects in use" stack and go directly to the array elements that you need to be concerned with.
This is a very quick explanation of a stack system, and doesn't do it any justice. If you haven't used them before, I would recommend sitting down with the above example, and playing with the figures to see how much processing time you might save as the number of entities fall and rise. I have found it particularly useful with an effects system I have in development, where several hundred exchanges can be made in just a few seconds of processing.
In 2009, I hope to find many more useful techniques, and even revisit those that I have dismissed in the past as I did with stacks. Of course the forums will be my first port of call, they have served me well for the last 5 years and will do so for the future.
In this first issue of the new year, we have reviews of DarkBASIC Professional, Social Arcade, FPSC and FPSC X10 in terms of the progress thay have made over the last 12 months, and where they are headed in the near future. We see the introduction of Genetica to the range of products available from the TGC site, enabling seamless and animated textures at a highly professional and advanced level. There is also the usual features, including a host of videos and Lee's tip of the month covering LOD techniques. Please, enjoy this first issue of 2009, and let us all look forwards together to a productive 12 months.
Until next time,
contents
(1) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (2) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (3) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (4) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (5) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (6) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (7) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] ( [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (9) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (10) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (11) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (12) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (13) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] (14) [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
DarkBASIC Professional News
Dark Basic Professional U71
Work had started on the new U71 version soon after the TGC convention 2008, and has not stopped or even slowed down as this increasingly large update seeks to improve features and help pages within the language. Thanks to a steady stream of suggestions and refinements from the forum public beta testers, we have been able to complete what is a great update to the Dark Basic Professional language. You can download it direct from the Dark Basic Professional main web site.
The big deal about this update is the internal merging of the DarkGDK source code, so from U71 onwards the DBP and GDK source codes are one and the same again. These code paths split over a year ago as the GDK underwent some changes that would have interfered with the smooth running of DBP and its own update cycle. Now that project is complete, we have brought the code back into a single source code base and ensured the best of both worlds made it into each product.
Although we create a rod for our back each time we substantially add to the language, we just could not resist adding a new post process screen command which allows the entire screen to be redirected to a render texture and that image rendered via an internal screen aligned quad through a shader effect to the final backbuffer which is the screen you see. The upshot is that you now have some new commands called TEXTURE SCREEN, SET SCREEN EFFECT, DRAW TO CAMERA and DRAW TO SCREEN which combine to allow you to apply a shader to the screen. This means you can do things like BLOOM, GREYSCALE, HEAT-VISION and other post process effects on your final screen in very few lines. We have also made it fully compatible with the DarkSHADER system so you can load DBS files from DarkSHADER and have them affect the screen in five lines of code.
For those who want to own every plug-in, you will notice a new module in the latest certificate viewer which shows we are about to provide official support for GreenEAR. We will announce this in more detail with examples and demos next year. All we can reveal now is that this module is totally awesome and if you ever wanted to make a game that runs on a server, but did not want the hassle of writing a game that runs on a server, this is a must have module!
In amongst the usual flood of tweaks, bug fixes and help system improvements, you will find a cool new parameter in the LOAD SOUND command which allows you to set the sound so when it plays or loops, it does so globally. That means even if your application is hidden or does not have focus, it will still play your sounds. Ideal if you are making a sound application.
You can upgrade to U71 now, by [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] the latest update.
كلكامش الألكتروني- Admin
- عدد الرسائل : 185
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تاريخ التسجيل : 11/11/2008
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» الجزء السادس والأخير للنشرة الدورية 72 من الموقع العالمي 3DS GAME CREATOR
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