My general ( biased and limited )  approach to programming
last page update sep 2004

           My own interest in dark basic is limited mostly to the simulation  of fluid, realistic motion, especially of flight, and with a particular style of 'artistic realism' in graphics.
I have only once or twice briefly played the typical first person shooter type of game and then lost interest.  Same for puzzle /skill games.    I found the first  'myst '  very  good, but the only game which had my passionate attention for years  was the Gran Turismo series on the playstation.   Even now it can be fun occasionally.   It seems that it is  the sense of subtle control over a real moving object that appeals most to me.  Plus effective, but not  overbright  graphics.

     More generally, I have  a bias towards simple programming.     Partly this is lack of experience compared with say, the  widely expert individuals you can find on  the dark basic forum, partly it is reluctance to face what looks difficult.   I spot what looks like an easier way, and  will spend weeks and months re-inventing 3d   in my head and on paper and in experiment, rather than face  someone elses 'proper way' to do things.   Sometimes I am lucky and get a result  which brings much satisfaction .... other times .....
    But the author remains aghast at the sheer size of modern day program  downloads .   As for windows, in it's ever bloating incarnations, demanding ever faster machines just to run it ...  truly, he  despises the approach.   Sure, there are  extra  media players etc. etc. , but  it takes so little actual machine code  to do something on a computer.
    This may explain the author's  bias.  Learning 8 bit machine code for a time,  and producing an  'asteroids'   game in fake 3d, with about  3k of program code and 20k of data .....   
( or seeing my son's side scroller, or his graphics programs of that time ..... and this is a chance to add another link to his website known as  'Roon's house'.. thus>>
      )  
 ......  makes you think it should not take gigabytes to make a program which essentially draws bitmaps on a screen, tracks their behaviour, and handles various interrupts and calls.   Disk and other heavy data input/ output operations, can be more complicated, but I would love to have an operating system of a size like the old amiga .. all up, about 500k.   A high speed, optimised  kernal of operating routines available to anyone.

I was under the impression that Linux was like that, but it seems also to have stretched to large sizes.  Which implies that  these days there is much more to an operating system than I think.
But I still  do not really believe this huge size is essential.  I would have liked a tried and true program like Win 98 , and DOS underneath,  to have been polished and pruned and optimised  till it was a blistering fast  'do it all' program.  ( then made public domain. !!.  )

 About graphics in games.  Each person seems to prefer  a particular style and  there's no doubt that graphics can be stunning.  A few  years ago, I would not have believed the illustrations in current magazines were of real moving 3d games.   It's  a "can they really do that ? wow !!"  factor.     However, I  suspect that beyond a certain point graphics simply numb the mind, deaden it.   Requiring more and more extremes for  a person to get a 'kick'  out of them (very $$$ consuming) .  This the natural path of the well-off  young male I think.   I feel  though, that the graphics, are about the only things that change  ...  the game style and actions seem to follow a  well worn path.  Well, from the little  I see.    I have wondered how I could change the control style in these games to make them appeal to me, but so far, nothing ... perhaps with a new control interface ?  And even then  .. shooting evil threatening predator aliens .. okay ,    but people .. and being shot,  without cost?
 In discussion  ( of an enjoyable 'morally superior ' flavour ) with friends,  I proposed a more realistic game.  A game which was easier at the start but as it progresses, when you are shot/damaged  sufficiently to die, it's over.   That is, the game will never run again.  Ever.     How real can you get?
 Alternately we thought 'pain electrodes' attached to the player were needed.   Or a simple ( !) electric ram which can knock you clean out of the seat according to how hard you are hit.     Definitely a new dimension to game play ??
Force feedback that merely shakes the controller ? How unreal.  Similarly in car simulation I think pressure pads or a yoke around the shoulder or chest would give quite good  G effects from different directions.

    A somewhat different approach, which the author  is interested in pursuing as he grows older, is to make games that  lead the mind 'into' itself , into subtlety, so that it awakes, becomes more free,  less in need of a 'fix'.  Appreciating more what already is, rather than needing the new.  ( The zen of computer gaming? )  To find completion, and ultimately rest,  through a 'game'.   Sound impossible?      An  adrenaline rush could still be part of  such a game.   It is in the overall balance.

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        My interest in flight sims. sprang naturally from a childhood interest in flight and model making.    Then when I could actually afford a  computer, I discovered that simulators  were  unnatural looking or did not control in a way I liked, or were too demanding on the computer - or etc.etc.     I still have the old  sketch books with many cheat 3d  graphic effects.  They are not all flight, there are athletics (runners) and cars, and space craft against stars. Somehow they never got very far.
 Then I  played about with flight sim. ideas off and on for a few years  with the old amiga  AMOS 3D program.    ( you haven't heard of the amiga ?  and AMOS?  )
    That program did not have object relative rotations and it's euler rotations were in the worst possible order.  To get a fairly satisfactory  flight sim ( and that could not be of the camera view, only an outside observer) one had to literally turn the world co-ords on their  side  - and then every  object in that world.  This meant the order of rotations appeared as if different.   And it took many attempts and many days  idly playing about with a physical model of the  3D axes before the light dawned.    The programs made were in the Amiga internet archive ... though where that is now I don't know.
  B.T.W. The amos 3d screen was   320 x 240 in 16 colours of which only 8 could  be used on objects.   In practice more like 6 because there were only certain  colour combinations on the 'primitives' . You had a  pyramid,  cube, and a variety of plain shapes.  You could 'bend' them or stretch points on them  and join them together ... but still .. you think dark basic can be tricky?!  Try making a landscape out of the above.  Only 12 or so objects  at one time ....
       Since writing that, several people have mailed telling me they also attempted flight sims with Amos and amigas .. and finally dark basic.  As one said .. ' Long road .. to make own game!!!'

       It has not  been all flight simulation for the author.   I  remember a  home grown word processor, required to make decent printouts from a  dot matrix printer.  Some midi music stuff , and experiment after experiment ,  especially in simple 3d.   Then when I started with dark basic ( early 2001 ?)  reasonable flight simulation became possible.   But some  other interest  can even now arise and turn into an obsession to  " get it to work".    I imagine many DB programmers are like me ---  exploring what dark basic can do -- what graphic effects are possible, why it doesn't do xxx ,  and  why does it do yyy instead of what I want , and   would it be very hard to make a gran turismo copy .. perhaps if  I .. hey!  that's a neat effect ... etc etc. ....  That's what I like in other db programmers efforts, that sudden original effect or routine.
    Programming can devour time and  energy, and though this author has sometimes  had inspiration,  he usually programs slowly, with seemingly endless  tests  ( and  seemingly endless errors)    and  probably  should concentrate on simple, concise  programs.  With time,  a reserve of routines builds up,  which make new ideas possible.  It becomes a chain of experience which might  lead to areas not explored by others.
        It might be possible for a small simulation program, finished to a high graphical standard, and concentrating on perfecting just one aspect e.g . very realistic and satisfying control, or perhaps artificial intelligence,   to find a small commercial niche ...  if there was time .. . energy ... and a good deal of luck.
 

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