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Dark Source for DarkBASIC ProfessionalDark Source is a collection of nearly two hundred source code snippets that cover everything from simple math problems to advanced shader techniques. You can use the browser that accompanies this product to search through the snippets quickly and easily, and even search for keywords within any snippet to find what you are after immediately. Also, as Dark Basic Pro updates are released, more snippets will be placed in the ProjectsSnippets folder to demonstrate any new commands and features introduced. All of the snippets included in this collection have been programmed by Dark Basic Pro's main developer Lee Bamber.   This list contains a brief description of all the snippets included in Dark Source: 3DPointPosition - find a 3D position from a pointing object 3DSoundCircle - place a sound in 3D space AlienDemo - load and animate an alien model AlternativeBumpMapping - apply a bump map to a sphere AmbientLight - change the colour of ambient lighting AnimatedSprite - create an animated sprite from an image sequence AnimationFrameNumbers - load a model and manually scroll through its frames AnySpeedMachine - demonstrates how to create machine independent timing for games ApplicationWithOwnIcon - how to load and apply an icon to your executable AReliefMapper - applies a parallax relief mapper to a cube object AttachMediaToProject - shows how media can be attached to a DBP project AutomaticCollision - demonstrates how automated collision is used BigAndLittleEndians - converts endians from one format to the other BoneAnimInHardwareTest - applies a bone animation shader to a model BoneAnimInterpolation - demonstrates how to interpolate between to frames BoneCollision - shows how to detect collision against moving limbs BubbleSort - performs a bubble sort to arrange a list of items into order BuiltInEffectsOnBoneModels - applies shader effects to an animating model BumpMapMan - shows how low polygon model + bump produces high polygon result BumpViewer - experiment on bump mapping a zombie model CameraImageAlpha - shows how to create a camera that retains alpha data during rendering CameraToObjectToCamera - shows how the orientation commands can be used ChangeMemblockMesh - shows how to change a mesh using memblocks ChangeTexturedMesh - shows how to use the change mesh command ChatRadio - uses multiplayer commands to create simple CHAT program CheckDXWithoutDXInstalled - shows how to detect whether DirectX is installed CheckModelLimbs - reveals the limb hierarchy of a loaded model ColorValues - generates and saves out DWORD representations of RGB colours CommentsInTypes - shows how you can place comments in types ConstantUsage - shows how to use a constant variable in your program CopyOneHTMPageToManyHTM - copies a master HTM file to many existing HTM files CreateChartOfLogTime - parses a file and produces a visual chart of the results CreateFoldersAndFilesFromList - takes relative filenames and creates its folder structure CSG - demonstrates use of CSG against 3D objects (cutting them up) CSGEffects - shows how to apply CSG to a staircase model Custom3DCube - shows hown to modify UV and NORMAL data of a default cube object DangeroudDotUsage - shows how not to use the DOT command dbpaint - small paint program written by Malcolm Bamber (BETA) DBProTerrainEditorExport - shows how to load and use an export from TED DeadReckoningSpline - demonstrates how to calculate dead reckoning against spline movement DeadReckoningSpline3D - applies dead reckoning using 3D vectors DebuggerShowingStrings - run this program to test string reporting in the debugger DeleteArrayElement - shows how to delete an element from the unified array system DeleteImageFromObject - apply and then remove a custom texture to an object DeleteOneThousandObjects - trick to delete many objects very fast DetectOlderFile - shows how to extract the full date from any file DifferentBetweenEulerAndFreeFlight - compars euler and free flight handling DrawSoundDataFromFile - draws the sound data visually to see how the WAV file looks DX9Shaders - great collection of shaders to make your DBP programs look amazing DX10Pipeline - streamline use of shaders to create a DX10 looking final render EnclosedAreaVisibility - calculates whether areas on a map are enclosed or not EncryptAndCompressBMP - a DBP projects can auto-compress and encrypt media EulerVsFreeFlight - demonstrates simple euler and free flight rotation EverybodyLikesBloom - implements a simple BLOOM shader and final render ExcludeLimbExample - shows how to exclude limbs and list only on-screen objects FadeObject - simply fades object down to zero FastTextEntry - demonstrates how to accept fast entered text using buffering FieldOfView - shows how to adjust a camera field of view FileMapping - sends and retrieves a value and a string using the filemap FillACircle - generates a filled circle using 2D commands FireEffects - shows how to create animations from a series of still JPG images FireParticleEmissions - shows how to create fire using the particle commands FlameMaker - fire effect using a series of TGA images FlyingCameraTracking - make the camera fly around using arrow keys FollowCamera - make the camera follow an object FreeFlightAndEulerCamera - test free flight rotation commands on one axis FreeFlightShark - test free flight rotation commands on three axis GameTrakApplication - detects and uses any GAME TRAK devices installed GenerateMailshotFiles - generate many files from one main template GetImageRetainsNewMipmap - demonstrates how mipmaps are automatic in DBP GetLimbNames - shows the limb names of a loaded model GetObjectSizes - shows the X Y and Z sizes of a loaded model GetSpriteSize - demonstrates how to get the size of a sprite back after modification GhostCamera - textures an object using an image generated from a second camera GhostsInFog - ghosting of objects while buried in fog GlassEffectOwntexture - shows bump and glass shader applied to wall object GlueObjectToObject - shows how to glue two objects together GoodSkyClouds - parallax based sky cloud cover technique GrabbingRotatedSprites - rotate a sprite and grab the result and store it ImpressiveShader - implements a cartoon shader on an object IncrementingFloatArrays - creates a float array (real values) and displays the result IndependentLimbRotation - changes the local rotation of limbs in a simple program InfiniteDynamicLights - creates a large number of lights, and renders only the closest InstanceOfObject - shows how to create an instanced object InternationalFont - demonstrates setting and printing international fonts InterpolateBetweenTwoFrames - interpolates between two frames of a loaded model IntersectObject - casts a ray line through a 3D scene and reports when it intersects an object IntersectObjectOnBoneAnimatedModel - intersect a ray cast with software animating model IntersectObjectTilter - tests the intersection of a ball to a floor object JapaneseFontExample - shows how to set and dra Japanese text KeyStateCheck - program to grab key state values and record them on screen LightMappingDemo - shows how to use the blend mode command LimbPositionFromGluedObject - gets the world limb position from a glued object LineMaker - simple rubber band expandable bound box technique LoadFPSCLevel - code to load a typical FPSC level without entities (just the static) LoadingADBOWithModulate2X - shows how to keep the material information when loading models LockVertexData - shows how to lock vertexdata from an existing object LotsOfSmokeDecals - use vertexdata commands to animate smoke MakeAMesh - create a mesh using memblocks MakeHoleInCube - use CSG commands to cut a hole into a default cube object MakeImageFromMemblock - make an image from a section of memblock data MakeMemblockFromCamera - grab the contents of a camera render to a memblock MeasureHeightOfModel - measures the height of a loaded 3D object MeshBlockingPortal - simple portal detector to see if a side is missing in a node ModifyAMesh - uses a memblock to modify a mesh MouseWheel - detect the value returned from the mouse wheel (Z axis) MoveFoldersBackOneStep - takes contents of all folders and moves them to root folder MultipleMusic - program to trigger multiple music tracks running side by side MuzzleFlashThirdPerson - experiment to create a muzzle flash effect NewEntryCommandMode - allows you to enter text at high speed without losing characters NewLimbCollision - demonstrates limb collision commands NewReliefMapper - simple and effective relief mapper shader applied to an object NewSyncMask - uses SYNC MASK command to render only to specific cameras NoTextureFilter - demonstrates texture filtering side by side with non-filtering ObjectsInScreen - shows how the object in screen command works OrientationAfterPivot - shows use of orientation command after pivot command applied OwnKeyboardEntrySystem - simpe custom text entry system PelicanDemo - shows a simple visual demo that uses no shaders, just camera capture PerfectFadeTransition - implements a full screen fade transition PerformingNOTOperations - shows how to perform a NOT operation PickCylinderObject - creates a cylinder and detects when the user clicks it PickObjectExample - shows how to grab and drag around an object on screen PlayDVDVideoInGame - shows how to play a DVD movie inside your application PlayerCarWorldCollision - demonstrates basic player collision PointObjectLookingDown - shows how extreme angles can cause issues when pointing camera PolygonCollisionWithXFile - custom polygon collision with X file models PrecisionUnderstanding - shows how precision values are printed to the screen and why ProjectWithCustomIcon - shows how to create a DBP project with a custom icon ReDimADynamicArray - shows how to recreate an array without losing its contents ReflectedSphere - demonstrates how to apply reflection shading ReflectiveSkies - uses skies to populate cube maps for environmental mapping ReflectiveWaterPlane - uses built-in reflection shading to create a water effect RenderToImage - shows how to render a camera to an image ReplaceINPUTwithENTRY - demonstrates the use of the ENTRY$() command RGBColors - test RGB colours in a simple program that draws them RotateASprite - small program to create an image and rotate it as a sprite RotateMe - shows how to rotate an object on each axis RotationOrder - shows how rotation order affects the final visual of the object SaveAndLoadExample - demonstrates how to save an object them load it back SaveArrayAsMemblock - save array data inside a memblock ScalingANormal - shows how to scale a normal stored in an object SeamlessLava - experiment to recreate flowing lava using a shader by Green Gandalf SeeCrateChunk - a collection of crate and barrel fragments used for explosions SelectPointOnSphere - demonstrates how to select a point on a sphere SelfShadowingAnimations - uses built-in shadowing to cast self shadows SetDisplayMode - demonstrates the use of the SET DISPLAY MODE command SetObjectDiffuse - modifies an objects FVF to include DIFFUSE then changes the colour ShadowShader - alien model being used to cast a high resolution real-time shadow ShiftingAMatrix - shows how to scroll a matrix using the shift commands ShinyGlassAndMetal - highly visual scene without the benefit of shaders ShinyObject - creates a shiny statue visual using the built-in specular commands ShowNewU5Commands - shows off new techniques introduced with upgrade 5.0 SimpleAutomaticCollision - tests the automatic collision system in DBP SimpleBloomShader - great visual demo of reflection and bloom shading SimpleCartoonObject - shows a simple built-in cartoon shader effect SimpleDialogBox - a custom dialog box offering basic controls to the user SimpleLeftClickRightPopup - simple pop-up system using custom implementation SimpleSendImageOverNetGame - send and receive an image over the multiplayer commands SketchUpInDBPro - loads a 3DS model created in SketchUp 5.0 SlidingCollision - demonstrates how to create sliding collision in DBP SpecialEffects - shows how to use the shader effect commands SpeedOfVariousLoops - tests the speed of various methods of creating code loops SphereMapping - demonstrates how to use the built-in spherical mapping command SplineDraw - calculates a CATMULROM spline for curved edges from control points SpriteDiffuse - shows how to change the diffuse color of a default sprite SpriteImage - shows how to change the image of a sprite SpritesWithSemiTransparencyAlpha - loads in an image that already has alpha data inside it StandaloneVsSharedVertexBuffers - shows how to use the set global object creation command StereoscopicCameras - shows how to render anaglyph and iZ3D stereoscopic displays in DBP SwitchOffScreenClipping - shows how to switch off the screen clipping system SyncRate - demonstrates how the SYNC RATE command works and measures it TerminateAfterDate - small piece of code which you can use to restrict your demo to a date TestActiveApp - demonstrates how to use the ALWAYS ACTIVE ON and OFF commands TestChineseText - shows how to set and print Chinese text to the screen TestSetCameraToImage - grabs a camera image and saves it out TextureAMatrix - shows how to texture a matrix object TextureFilteringWithSky - how to create, texture and render a sky with filtering TileBlur - demonstrates how to load an image and blur the contents, then save it out TilingAMatrix - texturing a matrix with a four by four tile texture UndoRedoList - implements a simple UNDO REDO system using an array UniversalLoadToScale - one technique to scale your game geometry to a standard sizing UsingAdvancedTerrainReference - Uses AdvancedTERRAIN to create a simple terrain UsingDiffuseToShadeAPlane - manipulates the diffuse component of an object for visuals UsingNormalization - demonstrates how and why SET NORMALIZATION ON command is used UsingQueues - demonstrates the unified array system which includes lists and queues UsingReflectionShading - shows how best to use the built-in reflection shader UV Texture Rotation - takes the UV data of a plane and rotates it for visual effect ViewCollisionCenterOfMesh - shows thw actual collision center of a mesh ViewerToolForReliefMapping - loads a model, applies a relief map for visual inspection ViewFPSCModelAnimation - loads and play FPSC animation file, reporting frame number ViewLimbsAndNames - interogates an object and prints out all limb names visually VisualDemo - cool demo combining a number of visual effects and music to finish it off WaterEffect - water effect demo using a variety of media to create the visual WaveShader - heavy use of 3D MATH commands to change shader constants and variables WaypointsIn3D - experiment to create 3D waypoints system for inclusion into FPS Creator WindowControl - code to find a window and switch focus to it WriteWORDDataToFile - Write WORD data type element values to a file Внимание! 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Важно!!! Мы настоятельно рекомендуем проверять все скачанное антивирусами перед тем, как запускать у себя на компьютере (у соседей можете запускать без проверки :)
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Дата регистрации: 3.01.2008 |
Публикаций: 0 Комментариев: 1 Благодарности: 0 Поблагодарил: 8 Репутация: нейтр. Статус: offline |
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А как архив правильно распаковать? При попытке запустить DarkSOURCE.exe архиватор выдает ошибку. |
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Зарегистрирован: 3.01.2008
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| Написал: DxCel (16 августа 2008 23:27) Сообщение #5 |
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Зарегистрирован: 9.07.2008
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Дата регистрации: 21.01.2008 |
Публикаций: 0 Комментариев: 3 Благодарности: 0 Поблагодарил: 1 Репутация: нейтр. Статус: offline |
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thanks for the upload some stuff I can use. |
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Зарегистрирован: 21.01.2008
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Дата регистрации: 10.06.2008 |
Публикаций: 0 Комментариев: 6 Благодарности: 0 Поблагодарил: 0 Репутация: нейтр. Статус: offline |
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Thanks for sharing this. Does anyone have a newer version of DarkPhysics? |
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Зарегистрирован: 10.06.2008
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| Написал: uboel (13 августа 2008 16:24) Сообщение #2 |
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Дата регистрации: 23.04.2007 |
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Thanks for sharing this! |
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Зарегистрирован: 23.04.2007
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| Написал: adastras (13 августа 2008 16:15) Сообщение #1 |
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Дата регистрации: 8.10.2007 |
Публикаций: 5 Комментариев: 15 Благодарности: 5 Поблагодарил: 6 Репутация: нейтр. Статус: offline |
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Исходники в основном иллюстрируют возможности программы Dark Basic Prof (желательно иметь версию 6.9, которая была на этом сайте и хорошо работает). Поскольку описания многих команд в хелпе неполные и невнятные, то примеры вполне могут их прояснить. Это всё - законченных программ нет, только зарисовки и наброски.
Примеры легко могут использоваться и при написании программ на Dark GDK/C++, так как большинство команд из Dark Basic Prof имеется и здесь.
Автору публикации - спасибо, а пользователям всех Дарков - качайте и обрящете!
ESC for EXIT
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Зарегистрирован: 8.10.2007
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Посетители, находящиеся в группе Гости, не могут оставлять комментарии в данной новости. |
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kaspal, вчера в 22:56 отв.: 19
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