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[Question]DarkGDK

 
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PostPosted: Fri Jul 11, 2008 2:06 pm    Post subject: [Question]DarkGDK Reply with quote

I just downloaded DarkGDK, but a 30 lines (less or more) program is very big and takes a lot of CPU too while a large OpenGL program (about 1000~2000 lines, including the window, message loop and all that) was too times smaller and almost didn't used CPU, however its way more complicated than DarkGDK.

Does it really woth it, coding with DarkGDK? I haven't really coded in it yet, just improved the default program when creating a new project.

Or should I stick to OpenGL?
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PostPosted: Fri Jul 11, 2008 2:09 pm    Post subject: Reply with quote

I found it hard to read your question, sorry, but I have no experince with either.

However, based on what I could understand, I suggest that you stick with the more complicated one, if it does use less cpu. In the long run, you will be better off, I think.
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PostPosted: Fri Jul 11, 2008 2:22 pm    Post subject: Reply with quote

Most of the games use Sleep(1), it really does help. using Sleep(15) it doesn't even take CPU and there's no diffrance at all. (to the human eye. Surprised )

So the CPU problem was solved, but what should I really do?
You can see some amazing games created with DarkGDK in this video:
http://www.microsoft.com/express/samples/gamecreators/Default.aspx
At the beginning, they show some 3D games, it looks pretty good.
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PostPosted: Fri Jul 11, 2008 3:07 pm    Post subject: Reply with quote

Well I think they want you to see the cool games then buy it... Shocked I think DarkGDK is based off of (or is) DarkBasic.... Right? Or is by the same people. I dont really like their products, and pro's will not use them... I would stick with openGL. (openGL can also be used on other operating systems, and I like linux...so I would choose openGL)
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PostPosted: Fri Jul 11, 2008 3:13 pm    Post subject: Reply with quote

Dark GDK is free.

I saw some cool games of it, looks pretty good and simple, and I don't think its for "lazy people" or "pro's will not use it", the point of Dark GDK is to make game coding a much simpler process. Razz

I'll just wait for some more comments and decide later.
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PostPosted: Fri Jul 11, 2008 3:28 pm    Post subject: Reply with quote

Games are supposed to take a lot of CPU time, especially the bigger ones.
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PostPosted: Fri Jul 11, 2008 3:45 pm    Post subject: Reply with quote

Most processors wont see a difference for any sleep under 10. There has been many articles written about that. (I'll post the link if I can find the few articles I have read about it in.) It is suggested, in these articles, that if you use sleep to use at least 10.

http://softwarecommunity.intel.com/articles/eng/1086.htm
http://www.codeproject.com/KB/system/sleepstudy.aspx
(I can't find the full original article I read about it based on processor types, models, etc. But there is an article somewhere that is pretty in depth about it.)

Using an already made engine for game creation has it's ups and downs though.

Pros:
- Already created engine functions for rendering, drawing, text, etc.
- Already created libs to be used for various things such as:
-- Controlling objects.
-- Music, sounds, etc.
- SDKs created to make development of tools for the game easier.

Cons:
- Hacks, cracks, etc. for the engine exist already from other games.
- The SDK is public theorfore giving hackers easy access to engine functions, classes, etc.
- Bloated parts of an engine that might not be of use to you but are needed during compile time.


I would say if you plan to use a ready made engine look for something that is more of a plug-in-play system to it where things you don't need can be easily removed. Look for something that is more to the point for what your game is going to do and such. (Not saying Dark GDK doesn't do or have what I just mentioned.)

Most of the time you will run into issues, limitations, etc. in premade things, so sometimes it's better to start from the ground up and do your own thing.

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PostPosted: Fri Jul 11, 2008 5:01 pm    Post subject: Reply with quote

Thanks for your answer.

I think I'll start with Dark GDK and see how it goes, maybe later I'll read more about OpenGL/DirectX and coding with it when I'm a little more experienced in game developing.
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