DarkBASIC
| This article relies too much on references to primary sources. (August 2015) |
| Developer(s) | The Game Creators |
|---|---|
| Written in | Compiled to C++ but the scripting language is BASIC |
| Operating system | IDE for Microsoft Windows, Mac OS X, Linux |
| Platform | Crossplatform |
| Available in | English |
| Type | Game creation system |
| License | Proprietary |
| Website | www |
DarkBASIC is a commercial game creation programming language released by The Game Creators. The language is a structured form of BASIC and is similar to AMOS on the Amiga. The purpose of the language is game creation using Microsoft's DirectX from a BASIC programming language. It is faster and easier to use than comparable languages, but also less powerful.[citation needed] It is marketed on its ability to allow a total novice to make playable games after following its tutorials.
DarkBASIC is a programming language that specializes in the creation of games. It can create both 2D and 3D games, providing function libraries that enable a game to be programmed with considerably less code than with a language such as C++ without such dedicated libraries. DarkBASIC consists of an IDE, debugger and interpreter, and an engine built on DirectX 7. The compiler emits Bytecode that is appended to an interpreter to create a stand alone executable.
It was first released in 2000 by DarkBasic Software Ltd (now The Game Creators Ltd.). In 2002, The Game Creators released an updated version called DarkBASIC Professional able to use newer versions of DirectX. The pre-Professional version is informally referred to as DarkBASIC Classic to distinguish between the products.
The current DarkBASIC Classic version is 1.21, released on 14 August 2008. Since the introduction of DarkBASIC Professional, The Game Creators have stated that there will be no further updates to the language, although it will still be sold.
Contents
Features[edit]
| Audio/Video | Extension | Save |
|---|---|---|
| Wave | WAV | Yes |
| Windows Media | WMA | |
| Mpeg Layer 2 | MP2 | |
| Mpeg Layer 3 | MP3 | |
| MIDI Playback | MIDI | |
| RMI | RMI | |
| Scream tracker | S3M | |
| Fast Tracker | XT | |
| Impule Tracker | IT | |
| SoundTracker | MOD | |
| CD Audio | CDA | |
| 2D | Extension | Save |
| Bitmap | BMP | Yes |
| Run Length Encoded BMP | RLE | |
| Device Independent Bitmap | DIB | |
| Portable Network Graphics | PNG | |
| JPEG | JPG | Yes |
| DirectDraw Surface | DDS | |
| Targa | TGA | |
| PCX | PCX | |
| PhotoShop | PSD | |
| Tagged Interchange Format | TIFF | |
| 3D | Extension | Save |
| 3D Studio | 3DS | |
| DirectX | X | |
| Dark Basic Object | DBO | Yes |
DarkBASIC is a wide language which covers all areas of game development typical of its time, hence it also includes a wide range of file formats typically used in games. Extra features such as multiplayer and EAX support became available in an expansion pack.
Display[edit]
- Automated double buffering
- Fullscreen support
- Gamma control
Input/Output[edit]
- Mouse, keyboard and gaming controller support
- Force-feedback control
- System handling
- File handling
Video and audio[edit]
- Video animation control
- Audio control
2D[edit]
- Accelerated 2D blitting
- Mirror, stretch, blur and fade
- Screen-sized and animated sprites
- Transparency[vague]
- Pixel-accurate collision
- 2D drawing Functions
3D[edit]
- Landscape terraforming
- 3D primitives
- Polygon collision detection
- Full model manipulation
- Model animation
- Ambient lighting
- Directional lighting
- Texture filtering
- Alpha blending
- Distance fog
DarkBASIC Professional[edit]
Developed as a replacement for DarkBASIC. As with DarkBASIC it consisted of an IDE, debugger and compiler. Unlike DarkBASIC, the DarkBASIC Professional compiler outputs machine code. The engine originally used DirectX 8.1 but has been updated to use DirectX, 9.0c. The language is essentially the same as DarkBASIC with a few additions. Notably types which allow combining simple data types into a composite data type similar to Structs in C. Other features include the use of shaders, 3D maths commands and vertex editing commands. The current version is 7.61 released 1 June 2011.[needs update?]
| This section requires expansion. (June 2008) |
Plugin architecture[edit]
Plugins allow extra commands to be added to the language. Plugins are DLLs with an embedded string resource detailing the routines implemented in the DLL.[1] At compile time the compiler bundles the relevant plugin DLLs into the executable.[2]
DarkBASIC's built-in commands are themselves implemented with a plugin. This allows third party plugins access to built-in commands by calling the correct function in the relevant DLL.
Currently available plugins provide a wide range of addition commands from language extensions and utility functions.[3] to integration with physics engines[4] or accessing a Database.
PureGDK[edit]
PureGDK is an implementation of the DarkBASIC Professional engine for the PureBasic programming language. Like DarkGDK, PureGDK supports many of the same features and runs on DirectX 9.[5] An additional license for the commercial PureBasic language is required to use it.
The software comes in two editions: PureGDK Upgrade and PureGDK Complete. PureGDK Upgrade is designed to accommodate existing users of DarkBasic Professional by offering a low-cost upgrade path. PureGDK Complete is a stand-alone product for users who don't already own the engine by providing licenses for both DarkBasic Professional and PureGDK. Either solution still requires the user to own or purchase a license for PureBasic.
Sample code[edit]
Hello world[6][edit]
PRINT "Hello world." WAIT KEY END
Simple rotating cube[7][edit]
REM 3D rotating cube demo
SYNC RATE 60
MAKE OBJECT CUBE 1,100
DO
XROTATE OBJECT 1,WRAPVALUE(OBJECT ANGLE X(1)+0.3)
YROTATE OBJECT 1,WRAPVALUE(OBJECT ANGLE Y(1)+0.5)
SYNC
LOOP
END
Rotating cube in DarkGDK[8][edit]
#include "DarkGDK.h"
void DarkGDK ( void )
{
// set sync on and sync rate to 60 frames per second
dbSyncOn ( );
dbSyncRate ( 60 );
// make a cube
dbMakeObjectCube ( 1, 10 );
// loop until the escape key is pressed
while ( !dbEscapeKey ( ) )
{
// Turn the cube left
dbTurnObjectLeft ( 1, 6 );
// update screen
dbSync ( );
}
}
Rotating cube in PureGDK[edit]
; Open a PureBasic window OpenWindow(0,0,0,640,480,"DarkBasic Professional - PureGDK",#PB_Window_SystemMenu|#PB_Window_ScreenCentered) ; Initialize the PureGDK screen as a child of window ID 0 OpenDBWnd(WindowID(0),0,0,640,480) ; Set the sync rate to 60 frames per second dbSyncRate(60) ; Make a cube dbMakeObjectCube(1,3) ; Loop until the escape key is pressed or the window is closed Repeat dbXRotateObject(1,dbObjectAngleX(1)+0.3) dbYRotateObject(1,dbObjectAngleY(1)+0.5) dbSync() Until WindowEvent()=#PB_Event_CloseWindow Or dbKeyState(#VK_ESCAPE)
See also[edit]
References[edit]
- ^ "Third Party Commands SDK". Developer.thegamecreators.com. Retrieved 2012-12-10.
- ^ "Darkbasic pro and classic exe format information". Winch.pinkbile.com. 2008-05-11. Retrieved 2012-12-10.
- ^ "Matrix1Utils plugins collection". Forum.thegamecreators.com. Retrieved 2012-12-10.
- ^ NewtonDBPro - Newton Game Dynamics plugin.
- ^ "DarkGDK - Game Developer's Toolkit". Puregdk.com. Retrieved 2012-12-10.
- ^ Darkbasic Professional user manual
- ^ "darkBASIC codebase". Thegamecreators.com. Retrieved 2012-12-10.
- ^ Dark Game SDK user manual
External links[edit]
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