Electronic Gilgamesh
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Electronic Gilgamesh
عزيزي الزائر كما هو واضح بأنك زائر للمنتدى لذى نود ان ندعوك الى الدخول ان كانت لديك عضوية او التسجيل في المنتدى نتشرف بتواجدك معنا حيث المعلومة الجديدة والدروس التعليمية الحصرية
Electronic Gilgamesh
هل تريد التفاعل مع هذه المساهمة؟ كل ما عليك هو إنشاء حساب جديد ببضع خطوات أو تسجيل الدخول للمتابعة.

الجزء السادس والأخير للنشرة الدورية 72 من الموقع العالمي 3DS GAME CREATOR

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الجزء السادس والأخير للنشرة الدورية 72 من الموقع العالمي 3DS GAME CREATOR Empty الجزء السادس والأخير للنشرة الدورية 72 من الموقع العالمي 3DS GAME CREATOR

مُساهمة من طرف كلكامش الألكتروني الخميس يناير 22, 2009 8:01 pm

Video Gallery


الجزء السادس والأخير للنشرة الدورية 72 من الموقع العالمي 3DS GAME CREATOR Youtube
Night of the Glowing Balls


This is the winning entry of the Leadwerks Engine competition. It displays both physics and lighting effects in a simple but effective demonstration.



Breakable logs remake[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط].


Many of you may recall Master Xilo's [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط], written using DarkBASIC Professional and Dark Physics. Now he's remade the demo using Leadwerks engine, with a little more polish thanks to a few lighting effects. Attila, the author says "Supporting older hardware is essential when programming casual games, because the client who buys a casual game is not the same client as the one buying a new PC (or GPU) for each new game. Casual games are also played at lunch time on business PCs with weaker graphic hardware."


Reflective Water in DarkBASIC Classic


This is a simple demo showing how reflection can be achieved without the use of shaders. This can be done using DirectX 7, as shown here.
[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]

The demo can be [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] and run yourself.[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]You can follow the forum thread [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط].
[ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
PlayBasic News


الجزء السادس والأخير للنشرة الدورية 72 من الموقع العالمي 3DS GAME CREATOR Playbasic
by Kevin Picone


There's nothing like the holiday season to bring everything to a grinding halt. After the marathon coding sessions of the previous months, December has been a relatively easy programming month, with the focus shifting from the PlayBasicFX nice shiny VM2 implementation back to an update of standard PlayBasic edition. The focus of this update has been to not only address any unearthed bugs but to improve the native image loading facilities, particularly the loader found in the LoadMapGFX.
PlayBasic V1.64g - On its way


For the new update, work has been focused upon building a new image loading library to replace the old embedded one, and of course this library will become the base image-loading service for VM2 and beyond. Currently it's making its debut patched into PB1.64, which runs on the older VM1 runtime. The library currently supports various flavors of raw & compressed BMP / TGA / PNG images types. Unlike the previous library, I decided to write the image decoders myself, so that it not only fits better into the PB framework, but it's quicker also. The new library is stack based, which means we can support different formats just by adding them to the decoder stack. This can even be expanded externally, allowing users (who are so inclined) to patch in their own image loaders directly into the PB frame work.
Speed-wise the new version can load and prepare the Xenon block data in about 175->185 milliseconds. This is about 4->5 times faster than the older method, and without the very picky format issues.

The new loader code seems to be generally faster by up to four times (or in the worst case scenario about the same) than the existing decoder. One very welcome change is that we can now wedge into the loading process at any point and have better say about the types of surfaces it's loading. This means that if you load a BMP / TGA / PNG file as FX / AFX surfaces, you can avoid some serious data handling and fetching at load time. They load much faster and can consume less memory. Sadly this won't effect other image formats though such as JPG files for example, which will fall through to the older library for the time being, until it's replaced.
Apart from the faster loading and natively supporting alpha-channels, another benefit of the library is that it can now be used behind commands the like the LoadMapGfx command. This previously could only load certain types of BMP images, and was notoriously picky about the actual format, but this is now a thing of that past. To verify this, I've been testing the loading process with the Xenon 2000 map gfx. Why? Because it's the biggest slab of map graphics that I have. The map blocks are around 4 megabytes of graphics data, therefore making the speed improvement much more noticeable. Speed-wise the new version can load and prepare the Xenon block data in about 175->185 milliseconds. This is about 4->5 times faster than the older method, and without the very picky format issues. Map blocks can now also be stored as TGA or PNG.
Other changes coming to the new PBv1.64 release are a round of updates on the documents package, which are required as the existing version is now a good generation behind. PlayBasic V1.64 uses a completely different rendering engine than PlayBasic V1.63 and below. Consequently, it has many extra flexibilities and speed boosts. My goal for the next refresh of the 1.64 package is to get most of the differences covered in the documents. However, given that I'm writing this before the work is complete, we're hoping to get the new release out sometime before the end of December. So it should be available on our site when you read this.
Over And Out


To all those who've supported PlayBasic & UnderwareDesign.com in 2008 my sincerest thanks, I hope you've had a happy and safe holiday season. One thing is for sure though, we'll be back 2009 cluttering up internet airwaves with more techno babble than you can shake a stick it.. until then... feast ![ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
This month's Winner


Each month we pluck one lucky subscriber from the newsletter mailing list and award them a free copy of DarkBASIC Professional. The email address of this month's winner is: [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط] We have emailed the lucky winner, congratulations![ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
Outro


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Issue 72 deadline - January 26th 2009.

A New Year's resolution is something that goes in one Year and out the other.

The Game Creators in no way endorse or support products mentioned in this newsletter that are not specifically published by them. Always check first before parting with your money. ©️ The Game Creators Limited 2009.
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تاريخ التسجيل : 11/11/2008

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