Posted: 23rd Mar 2007 10:39
Well.... I decided to release a simple demo which showed 1 simple feature. This feature is the ability to render the dbpro window to another window, and is shown here.


Technically, this demonstrates 3 features, 1 is the dynamic objects system, and the 2nd, is the dynamic matrix system.... 3rd being the render to window system.

The render to window system uses a low level of access to direct3d 9, from BASIC.


File attatched.



This uses some functions from another one of my plugins, that plugin was used in order to create the 2nd window. Other than those 2 plugins, I dont think any other plugins are used.




Cheers,

-db

PS: This thread was created to inform people of a plugin being developed. My request is that people offer advice to make it better, or command sets too.
Posted: 23rd Mar 2007 12:14
Oh my god! Theres already demo. Tests now!!

*edit* ok test results!

My crappy computer has old CPU,765 ram (or sumthing),Radeon 9250 GPU

My spinning cube + matrix on one window 90 fps *sigh*

Your Spinning cube + matrix + two windows 250 fps!!! SIMPLY AMAZING!!!
Posted: 23rd Mar 2007 18:19
Very cool, I get around 1800 fps in the main window. and it did not tell me what it was in teh second window but i am assuming it's around the same.
Posted: 23rd Mar 2007 22:05
Thanks.


Thats the result of my DAP plugin without culling.


If you want to see what it is in the second window, I recommend using FRAPS.




Cheeers,

-db
Posted: 24th Mar 2007 0:47
oh btw.. Can u show us some Terrain culling ? (.x or .dbo terrain perhaps?)
Posted: 24th Mar 2007 1:05
Hmmm, it displays about 600 fps in window 1 with DBP's counter. But I load fraps and it tells me both windows are over 999... Something is going wrong with fraps or DBP's counter lol. Anyhow. I can see this as being really useful DBu2k6. Good job Any hints on what else will be in your plugin?
Posted: 24th Mar 2007 1:34
Around 2500 fps
Gateway 5032 WInXP (MCE) 1gig
eGeForce 7950 GT Superclocked
Posted: 24th Mar 2007 2:56
@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 NOTE
DAP 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
Posted: 24th Mar 2007 3:14
Sorry for my ignorance but this is a plugin? And it's adding new features to DBP? And what exactly is,

1. Dynamic System?
2. Culling?

Will it be free?

Is it going to make DBP have OpenGL access?
Thanks and sorry that I'm a noob!
lol
Posted: 24th Mar 2007 3:21
The dynamic system will make it so that you will never have to have a predefined object number for each object, ever again. (In simple explanation)


Culling is the process of hiding surfaces which wont be rendered, so that the game saves some fps in the graphics processing.



As for OpenGL access, im not sure. It might. But, no promises.



Cheers,

-db

PS: No, it will be around $20 (USD). A fair price I think.
Posted: 24th Mar 2007 3:25
Thanks for that!
Hey I'd pay $100 to get antialiasing by itself!
Can't wait for it to be done!
Posted: 24th Mar 2007 4:11
Wow, sounds excellent!
Posted: 24th Mar 2007 4:44
@Darth Vader
Heh, looks like now you wont have too.

Thanks.

@Agent Dink
Thank you.




Cheers,

-db
Posted: 24th Mar 2007 10:52
If you get the culling in and it works great, i'll buy it for that if nothing else. My open source culling code is quite fast, but I'm sure it can be faster with c++ code.
Posted: 24th Mar 2007 10:58
Another feature is planned as well, which I forgot to mention.


DAP will feature the ability to control the detail/polygon count of your objects.



There will be a system, where, the further away an object is from the camera, the less detail it will have... Sort of like mipmapping, but for objects.



This is very good, and very possible.





Cheers,

-db
Posted: 24th Mar 2007 16:30
Consider me a customer DB user 2006+

If you can answer this next question the way I hope you will, I might die.

Is your culling system going to cull polygons not visible when they are behind others?
Posted: 24th Mar 2007 20:42
Though I am working on that, the maths involved might basically cause the objects to be rendered twice (In time terms).


Where as, if the objects lose detail, the further away they are, that would be quicker, and probably more efficient.



Cheers,

-db
Posted: 25th Mar 2007 10:04
Though I am working on that, the maths involved might basically cause the objects to be rendered twice (In time terms).


Where as, if the objects lose detail, the further away they are, that would be quicker, and probably more efficient.


Agreed, occlusion culling on non-CSG objects is madness. The LOD and basic frustum culling will help out alot. Especially since the 2 can be easily ran off the same test code. You can have both with very little CPU difference in load from just 1 or the other.
Posted: 27th Jun 2007 20:19
simply amazing!,
i got ~4200 max fps on each window!
i drop one of the 2 window in my second desktop ( not visible ) and my fps raise a lot! about 800 fps!, objets of camera range are not draw at all, then i got more than 4000 fps, beatifull...
ill buy this plugin only for 3 reasons:
dynamic objets,
AA,
culling system,

PS: what about a math.h matematic functions styles.
What about Quartenions?
Keep working hard! ^^
@+
Posted: 28th Jun 2007 2:02
lol, I'll go ahead and try to add in quartenions. Glad you got such a high fps.


Cheers,

-naota