To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Hey, whilst scouring the internet I found a pretty cool engine that you guys might like to try. It must be installed on Microsoft VC++ 2008.
It's called the Dark Game Development Kit, I've only had a few hours messing about on it but it has a lot of potential.
Here is a link to the download, it's free ;] The coding is very simple, and there is a lot of documentation on the darkgdk wiki.
Demo Video 🙂
We use DGDK for most of our 3D projects.
I haven't checked this out yet, but is there any tutorials on making a basic space scene and things like that?
I used Dark Basic back in the day, and liked it a lot. It's a great tool if you aren't comfortable dealing with DirectX directly.
Anymore though, I'd almost say just use Unity3D if you're planning on starting a project from scratch, although I do like supporting people programming in C++ with Visual Studio, what a great toolset!
Not as such, but there is great community with people that helps out here and there whenever they can. Lots of basic stuff and code snippets.
I must agree. Dark Basic (commonly DBPro) is the basic language version of the Dark Game Development Kit (DGDK), the C/C++ version. Dark Basic has many tools and plugins available, and people has published very profesional games with it, like the Evochron series: http://www.starwraith.com/evochronmercenary/index.htm (Check it out!) It even includes advanced planetary approach techniques.
You don't need to know pure DirectX programming, it is a high level set of functions. DGDK is the C++ version, that allowed me to get closer to the machine, to use accurate math calculations for the simulation, speed them up with C flavour, and other thinks like that.
It was my choice in the moment. Nowadays I ponder Unity3D for future projects, of shorter scope. There are incredible sets ready to start out of the box, like the fantastic Space Graphics Toolkit: http://forum.unity3d.com/threads/147954-Space-Graphics-Toolkit-RELEASED