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Thursday, February 21, 2008

Dark World Project has resumed

I am redeveloping the Dark World Project and using new methods that should speed up the process very quickly. I will share some details when I get the time.

Tuesday, June 26, 2007

Dark World project now centered around DLL's!

The communication, commands, and structure of the Dark World 0.30 is entirely from DLL's. I am creating the communication DLL first to link Visual Basic .Net 2005 to Dark Basic Professional. My next project is to work on the users run-time which is a big parsing program for streaming information to the DLL that will trigger a command. The structure of the Dark Word program is a dll that will have it's own parser that will recieve the information and send the information though the commmand "Run Command". Then it will run a command or group of commands based on input from the "Run Command" command. The commands Dll will have around 200 to 300 commands for each genre of games. They are currently in Dark Basic Pro function form and will be converted to a C++ dll. I will also have windows API functions in the commands dll also.

Monday, May 14, 2007

Version 0.200 coming out and Version 0.300 on it's way!

I have been working on the bugs for the Dark World Engine to release the next beta version 0.200 and all of it's demos that go with it. I have a few demos of the programs that will go with the Dark World Engine including:
  • Dark Particles
  • Dark Newton Physics
  • Dark Lights
  • Dark Collisions
  • Dark World User-Runtime

I also have presentations and at least 10 more screenshots for version 0.200!

For version 0.300 I am using drag and drop resource loading and trying to make the concepts close to RPG maker and Game Maker.

Thursday, May 3, 2007

New Name - New Vision

I have renamed it Dark World Toolkit because it is more of a toolkit then an actual gaming engine. You have to buy Dark Basic Professional to use my toolkit which is the gaming engine. My program will use the gaming engine and create files that are brought together in the main program Dark World.

I have changed most of the engines scripting to make it easy to mod. I am using Lua scripting to make the scripts. The Toolkit requires the Unity plugin for $20 and the Dark Basic Professional will cost around $90.

If you don't want the file to be editable then you can compile it, so it is unreadable.

Friday, April 13, 2007

Dark World Updates

What I have done:

  • Texturing Complete
  • Fog on and off and depth complete
  • Presentation three quarters of the way though

What I have to finish:

  • Dark Lights - Importing into Dark World and fixing the engine
  • Fog color doesn't work for some reason
  • Dark Physics demos
  • Dark World Example/interactive demo

Wednesday, April 11, 2007

New Concepts

Grouping:
Have several arrays that will store up to 100 objects in a group. The group of objects can be moved around as if one object. Great for moving a bunch of walls.

Snapping:
The snapping system handles the movement. Snapping will have automatic positioning and constraint system. When an object is close to being aligned with an object it will snap against the objects surface. It also handles speeds of how fast objects move across in the world. If snapping is turned on it will move once and wait for the key to be released before moving again.

Tuesday, April 10, 2007

Dark World Has New insight

-I have the loading done in the Dark Basic Professional application. You can now save and load objects.
-I have the snapping system on an axis finished

Working on:
  • Texturing
  • Lights
  • Animation
  • Particles
  • Physics


What I plan on creating in the future:
  • Dark Shader
  • Dark Motion
  • Dark Physics
  • Dark AI
  • Control Manager
  • Dark Particles
  • Dark Lights
  • Dark Collisions
  • Dark actions
  • Dark Api
  • Dark Gui
  • Dark XNA
  • Dark World IDE
  • Dark World Commands
  • Dark API commands
  • extendable into other open source engines
  • Plugin creator

Dark World Beta 0.1

 

Dark World Beta Video