Dark World Banner

Dark World Banner

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

Tuesday, April 3, 2007

Dark World Updates

  • Saving and loading in Visual Basic .net application complete
  • Saving and loading in Dark Basic Pro application started
  • Starting object grouping
  • Working on moving, rotating, sizing on an individual axis
  • Working on positioning an object from its current position plus its size

Monday, April 2, 2007

Updates

Dark Lights:
-light mapping
-Shadow mapping
Export:-> light ->File ->Code-> light mapping properites-> shadow mapping properites

Dark World Shader:
-work with default shaders
-minipulate properies of default shaders-load shaders and minipulate properites(Research everything)
New file formats:
Objects:positions
rotations
size
color or texture (parse to find out which)
shading file or default shading (parse to find out which)shading properties
Collisions

Later:
-vector data
-create vector minipulation program
File structure:Can make individual files for the certain programFinal export has all the properites loaded for that element.

Work on making a more understandable enviroment for Dark World Lights
Need to have 3D lines to tell the lights range, direction, point, spot and othervisual light related data.

Dark World Update:
-A properties window at the bottom
-Items toolbar on side - already have
-Items have several selections:
-Objects
-Lights
-Particles
-images
-Zones ~ include zones with event triggers in function form in the engine.
-Info Dialog for displaying selected elements information.-Toolbar with tools:
-Zoom - Don't like not as efficient as my movement. -Rightclick dialog pops up that you can edit for that button. use a content menu for that and have it under edit properties.
-rotation buttons, position buttons, and selecting buttons.
-Change of cursors with is helpful. -Noticed texture flag under textures side panel
-Add and delete buttons for each element is nice.
-rightclick on element under list view to open content menu for my program.
-Autocam button - when object moves camera follows = my follow object on menu.
-Cloning - Nice feature for making object very fast-Grouping
- can group elements and move as one unit. (Set limbs to the object to first selected as a part of the group)

Useful functions found:
-Converting objects into one object
- use in dark world engine-Matrix to world coord. convertions
- use in terrain engine

ENGINE STRUCTURE:
-Make basic setup and release restricted part of it as another beta-Create a bunch of media related things for promoting the engine-Create future fake screenshots to post-Make basics for each program and get into depth later-find out how to shell to the compiler to come up with precompiler program.How to use precompiler:-put file by DB Pro. compiler. Use execute file and put the path of the .dbprofile that you are using and want to send to the compiler. The precomiler will find the file that has to be converted. It will read the data and convert the syntex to normal syntex then it will save a .dbpro file with the new path of the .dba that is converted then it will create a .dbpro file and send it to thecompiler. The compiler will convert the file to a .exe and delete the source dump.
Make a program that makes precompilers, so any user can create there own commands.-Don't give away where the files are. Just have functions that they want to convertto commands an it will do the rest.

Requirments:
-Sparkies DLL
-Newton Physic Wrapper
-D3D Plugin
-Dark Basic Professional and Updated-Maybe...The .net Framework runtime
-Advanced Terrain

Have to credit everyone who contributed to the creation of your game:
When your game starts:
-Dark World Gaming Engine Logo with web address under it at the start of the game.
-Picture combining a representation of all the plugins with names in it of all of them.

Credits:
-Dark World Gaming Engine: www.darkworldengine.co.nr
-Newton Physic Wrapper-
D3D Plugin-Dark Basic Professional
-.net Framework runtime
-Advanced Terrain

Giving you and other third parties credit:
-Game Made By:
-Sounds by:
-World builder:
-Programmer:
-Game Tester:

Dark World Beta 0.1

 

Dark World Beta Video