@The Full Metal Coder Roxas
I certainly can.

The first thing I need though is a good terrain to show culling on...

I can generate a T. Ed terrain, but, I dont know if that would look good or not.
I'll find a terrain to use.
@Agent Dink
Fraps tells me the same thing strangely. But just assume fraps to be a little higher than it should be.
As for what will be in the plugin:
- Dynamic System (Objects, images, memblocks, matrices, etc)
- Game Type Templates (Like, a FPS camera control, Camera control for third person, Gun to screen, platform (2d/3d) controls, etc)
- Physics, AI
- Culling System
- Plugin System (For example, Blender/Wings have plugins, you can have a plugin system for your games/apps)
- Terrain System
- GUI System
- Extended Controls System (Retrieve image widths, heights, paste an image into an image without using the screen, etc)
- Game Console System (Opens up a "window" within the DBP window, lets you type in it, and returns the string)
- Blendable Textures for Matrices (Already done through DBP code, but not through C++)
-
Antialiasing - Low level Direct3D Access (Down to the vertex buffers, and beyond)
- And MUCH more
Alot of this has already been done actually. The physics is going to be rather simple, same with the AI. It will be customizeable though.
UNOFFICIAL DAP NOTEDAP was originally planned to allow access to OpenGL for seperate windows than the dbp window as well... Rather this is added or not still depends. While such a thing is most certainly possible, and doable, the added support for the extra commands still depends.@JerBil
Thank you.
Cheers,
-db