DarkBASIC Pro Game Programming, Second Edition by Jonathan S. Harbour, Joshua R. Smith

By Jonathan S. Harbour, Joshua R. Smith

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Think of DB as one step above DirectX, which is the case with the Doom III and Half-Life 2 engines. DB is not optimized like these other engines for a specific purpose (such as a first-person shooter); rather, it provides a general-purpose game engine for multiple genres. Indeed, you can write any game that you can imagine using DB. But just as DB is not as fast or powerful as the Unreal Tournament 2004 engine, you would be hard-pressed to write a 2D arcade game as a UT2004 mod! You can use DarkBASIC for just about anything you can imagine, and it is a terrific tool for simulations, scientific visualizations, and even business presentations because it supports so many different media files.

Xxix This page intentionally left blank Part I The Basics of Computer Programming Chapter 1 Introduction to Computer Programming with DarkBASIC Professional Chapter 2 Programming Basics: Variables, Data Types, and Scope Chapter 3 More Variables: Strings and User-Defined Types Chapter 4 Program Logic: Branching Statements, Functions, and Algorithms Chapter 5 Repetition: Looping Statements, Data Sequences, and Arrays Chapter 6 Number Crunching: Math Operators and Commands Chapter 7 Reading and Writing Data: File Input/Output Commands This page intentionally left blank chapter 1 Introduction to Computer Programming with DarkBASIC Professional DarkBASIC is a fantastic programming tool for creating games of any type and genre.

DB is essentially a scripting language sitting on top of a powerful 3D game engine. This engine provides many custom game-related commands that have been programmed in the DB engine, and this engine was created around DirectX. The DB engine is really a C++ function library. A function library is a source code file that has been compiled into a reusable object that other programs can use. As a C++ library, the DarkBASIC engine is powerful and fast, capable of handling millions of polygons per second and rendering realistic scenes such as the graphics found in commercial games.

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