CodeBase Entries

Welcome to our CodeBase where you can search through DarkBASIC, DarkBASIC Professional and AppGameKit source code covering a wide range of topics from full games to demo effects to object loaders.

All registered users can submit their own code from their account page, so why not contribute?

Search
Found 2,054 entries over 69 pages.
CodeBase Description Category

This code will produce a 640x480 pixel mandelbrot fractal with a user-definable set of maximum iterations. It syncs on every line to show progress, but a sync after the next y line would increase speed.

Version: 1.0
Created: 12th Sep 2003 13:15
0
0
2D Effects

Basically this was a speed test to see how many sprites could be plotted on-screen and the results are fantastic. My system managed over 520 sprites (16x16 pixels) at 75 frames per second. It also did 175 64x64 sprites at 75 fps - enjoy this power coding! :-)

Version: 1.1
Created: 12th Sep 2003 13:08
0
0
Sprite

A smooth screen fade routine (fade to black and fade from black to image) that works in 2D! With no 3D switching required. Coded in response to a plea in the DarkBasic forum and to show that it can be done ;-) Sorry for the ZIP size, damn BMPs for you!

Version: 1.0
Created: 12th Sep 2003 13:03
0
0
2D Effects

I was fed-up seeing so many slow and jittery 2D starfields done in DarkBasic that I did my own. This is a proper parallax, depth shaded starfield and in my tests I was seeing 500 stars on-screen at a smooth 75 fps. Over 800 are possible, read the comments in the source for details.

Version: 1.0
Created: 12th Sep 2003 12:58
0
0
2D Effects

*Very* basic pacman clone, poor frame rate.

Version: 1.0
Created: 11th Sep 2003 09:38
0
0
2D

Heightmap to matrix conversion

Version: 1.0
Created: 10th Sep 2003 12:32
0
0
Matrix

A program to show how to use a make_hill function i have made

Version: 1.0
Created: 7th Sep 2003 15:16
0
0
Matrix

Calculates the distance between two points in 3D space

Version: 1.0
Created: 6th Sep 2003 11:20
0
0
3D Maths

Use negative alpha blending (dark ghosting) + reflection shading to produce semi-reflective objects.

Version: 1.0
Created: 6th Sep 2003 11:11
0
0
3D Effects

Example of how to return multiple values from a function using a stack system. Stacks are useful for many other things as well.

Version: 1.0
Created: 6th Sep 2003 11:04
0
0
Core

This is a DB Pro version of the C function isalnum(). More explanation is given in the comments in the code.

Version: 1.0
Created: 6th Sep 2003 10:37
0
0
Input

This is a function to do the same as isalpha() in C. It returns a 1 if temp is a letter of the English alphabet, otherwise zero is returned. Generally a call to this function would be preceded by temp = scancode()

Version: 1.0
Created: 6th Sep 2003 09:04
0
0
Input

Example of the Heap system used in the A* pathfinding routine

Version: 1.0
Created: 4th Sep 2003 14:02
0
0
Miscellaneous

Newbies can learn some quick fundamentals on using the basic input commands in DBPro.

Version: 1.0
Created: 4th Sep 2003 12:38
0
0
Input / Output

This sample was created to test functionality in both 2D and 3D space and demonstrates simple use of the spline functions.

Version: 1.0
Created: 3rd Sep 2003 17:54
0
0
Math / Physics

Paremeter file input routines

Version: 1.0
Created: 3rd Sep 2003 07:51
0
0
File

Code that slides the character when it hits a box shaped object or a static object

Version: 1.0
Created: 2nd Sep 2003 13:59
0
0
Collision

An include file with functions to read WAV header information, such as sample rate, length, etc...

Version: 1.0
Created: 2nd Sep 2003 11:57
0
0
File

An include file with functions to read MP3 ID3v1 and ID3v2 tags. This is useful for things like media players, etc...

Version: 1.0
Created: 2nd Sep 2003 11:54
0
0
File

lets you have open values for media indexs

Version: 1.0
Created: 1st Sep 2003 20:04
0
0
Functions

This just tests the speed, it's for Dark Basic Pro as well as for DarkBasic Classic. In Darkbasic Pro you get a lower number. So, how lower the number, how better your system is(I get 72 in DBClassic).

Version: 1.0
Created: 1st Sep 2003 16:16
0
0
Core

It's grinding, like I said in the title. So if you move to the front, it keeps moving to the same angle for a moment even if you turn. Like if you are on ice.

Version: 1.0
Created: 1st Sep 2003 15:53
0
0
3D Effects

A small program which shows how to use the smooth_matrix function i made after readed DAVID89's description of how to do it.

Version: 1.0
Created: 1st Sep 2003 12:45
0
0
Matrix

Effective motion blur technique. Works with static and animated objects. Media attached.

Version: 1.0
Created: 31st Aug 2003 12:44
0
0
3D Effects

Shows the basics of creating and modifying objects at a very low level.

Version: 1.0
Created: 31st Aug 2003 10:58
0
0
Memblocks

Detect all IP addresses assigned to your machine.

Version: 1.0
Created: 31st Aug 2003 09:38
0
0
Libraries

Joystick control with deadzones, 4 axis analog movement with adjustable ranges and force-feedback detection

Version: 1.1
Created: 31st Aug 2003 09:36
0
0
Input

The code displays 3 amounts of memory on your system in a stylised a 2d bar.

Version: 1.0
Created: 31st Aug 2003 00:32
0
0
Basic 2D

This code shows a relatively simple way of finding out whither a point lies inside a triangle using some of the 3D math commands inside DBpro. It shows a simple case in 2D but can very easily be expanded to 3D.

Version: 1.0
Created: 30th Aug 2003 12:34
0
0
3D Maths

this is going to eventually have powerups and different kinds of bricks (ei. regular, invisible, metal, ...). there is still a few bugs I'm working on like the ball doesn't bounce right when it hits the top of a brick.

Version: 1.0
Created: 30th Aug 2003 10:46
0
0
3D