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Where to start :).
AppGameKit has a lot of improvements over the original DBP.
Firstly, and way at the top of reasons to move over is compile speed, it's more or less, instant, a few seconds at most, even on large projects. Which compared to DBP, which can be 5-6 minutes.
Secondly, DBP has a broken error reporting system, where the line reported could be 50-100 lines away from the actual error.
AGK is also graphically better, with much better end results, including fast real-time shadows, terrain, etc should you want to include such things.
Also, AGKt is much faster overall, and is cross-platform allowing you to run your finished apps on a wider range of devices.
Lastly, of course AGK is still being developed and improved upon.
I hope that helps.
I have been using the demo with the tutorials and it is very easy to learn and to solve problems. I cannot even understand these kids who give bad reviews to a developer that spent decades making these sort of software to help people become game programmers. They piss me off big time, as they themselves have contributed very little if anything towards the cause and then they complain as though they could have done a better job.
I want to use AppGameKit for two major projects, one is an educational software and for that the AGK itself is enough, but I also want to make a special VR experience game on the long run.
What I want to know is what other software will I need to make this happen?
I do not need any assets of any kind as I have a team of people that will do the graphics and all sound effects with music.
All I need is the tools to get the job done.
The VR implementation that is a must, right?
What about the Visual Editor, that could be helpful?
The Shaders package?
Also, I could potentially use Game Guru with the loader to design the entire layout of the VR experience and then load it into AGK, correct?
Thank you in advance for your help, it means a lot!
IF You want good AGK? Go for somethings like AGK Studio which had everythings and still improving. It got 2D Scene Editor where you can create 2D Game quickly.
By the way, do you know whether 3D models animated in Blender can be exported to AGK or GG? Thank you for your help.
For AGK you need to run a command like "loadObjectWithChildren" or something like that for all the animation to be included, I haven't delved into 3D myself, I use GG but I haven't made anything in AGK. So someone else will have to confirm this:
The help file describes:
"Loads an object from a file, currently supported formats are .X .FBX .dae (collada) .3ds .md3 .smd .md5 .lwo .ac .b3d .dae .3d .lws .ms3d .blend .obj and .ago. If the model file contains a bone hierarchy or animation data then this will also be loaded and associated with the object. Note that objects with more than 50 bones may fail to render on some old devices. AGK has a limit of 200 bones. If the model file contains a scene graph containing multiple objects then these will also be loaded and stored in separate objects which can be discovered with GetObjectNumChildren. If you just want to load a single object without any bones, animation, or children then use LoadObject instead. Returns an ID you can use to reference this object in other commands. "
https://www.appgamekit.com/documentation/commands.html
It is AGK2 command list, but AGKS is pretty much the same.
They are pretty much identical, just the GUI are different and Studio comes with a scene editor (which was paid DLC originally for AGK2 or AGK Classic as it is known as) Studio adds more Quality of Life features.
C'mon Guys! I made a 3d Editors in Dark Basic Classic in less than a month. Not to be rude or insulting here, just saying that you could do anything in Dark Basic Classic.