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The Game Creators. DarkBASIC Lounge > News > Übersicht. 3d games creator - Neues. Viel Neues im Bereich Darkbasic gibt es derzeit leider nicht zu vermelden. Daher beschränke ich mich diesmal nur auf ein paar interessante Aussagen im Newsletter. Darkbasic Classic User erleben eine kleine Sensation! Nach so langer Zeit gibt es ein aktuelles Update. Dieses macht Darkbasic Classic zu Windows Vista kompatibel. . * SET OBJECT DIFFUSE - gibt einen Wert an, wieviel diffuses Licht reflektiert werden soll * SET OBJECT AMBIENT - gibt einen Wert an, wieviel Umgebungslicht reflektiert werden soll * SET OBJECT SPECULAR - gibt einen Wert an, wieviel Licht reflektiert werden soll und lässt das Objekt erleuchten. * SET OBJECT EMISSIVE - gibt einen Wert an, wieviel Licht ein Objekt abgibt, um selbst zu erstrahlen.

Weitere Updates sind geplant. Der Gewinner des Coverwettbewerbs für das Buch: "Hands on DarkBasic Pro" steht fest:Sein Name Neil King. Mod wizard complete. From Valve Developer Community You have successfully completed the mod wizard! The folder you chose to install to now has several sub-folders beneath it: mapsrc\ For your uncompiled maps (VMF files) materialsrc\ For your uncompiled textures (Probably TGA files) modelsrc\ For your uncompiled models (SMD and QC files) src\ All of the SDK's C++ source code. Additionally, a folder with your mod's name has been created under <Steam>\steamapps\sourcemods\. (Ignore the .bat files, they are broken, unless you know what you are doing to fix them.) What now? There are many areas in modding. General advice From Valve From other modders Programming Choosing a compiler My First Mod (if you chose the Half-Life 2 SP or MP source code) Your First Entity Setting up source control Mapping Your First Map Hammer documentation Modeling & Animation XSI Mod Tool Exporting a model Model Creation Overview Art & Sound Material Creation Soundscripts Choreography Choreography creation Getting help Help is available from: Good luck!

Programming Sites. Category:Interfaces. From Valve Developer Community Some interface objects are very important, and are required for game DLLs to function; to use these you inherit from them for implementation, then cast back to the interface class in a global pointer with a predefined name. Note:If you try to construct an interface directly, your mod will crash. This is done deliberately. Warning:It is important to create all objects listed when exposing a vital interface, even if your mod can be compiled and run without one or another of them. If you try to cut corners you are likely to encounter weird, almost impossible to debug errors either today or after a future engine update! Warning:Never, ever modify an interface class itself. Example static CInput g_Input; IInput* input = (IInput*)&g_Input; This creates the IInput* input and g_Input objects the engine expects, placing behind them Valve's basic input code from CInput. Subcategories This category has the following 5 subcategories, out of 5 total.

Category:Functions. Category:Classes.