Pixel & Vertex Shader Support NVIDIA and ATI's powerful new graphics cards have inspired us to support both Pixel and Vertex shaders. You have full and direct control of these awesome hardware effects from within DarkBASIC Professional. Pixel Shaders are used to alter lighting and surface effects that replace artificial, computerized looks with materials and surfaces that mimic reality.

Vertex Shaders are used to breathe life and personality into characters and environments. For example, through vertex shading you can create true-to-life dimples or wrinkles that appear when a character smiles or you can ripple shockwaves through a land matrix. The illustration above shows 6 different DarkBASIC Professional shaders in action.

Commercial Quality Games 3D Mahjong A lot of developers like to create and then self-publish their games, offering them for sale from their web sites. One such high-class example written in DarkBASIC Professional is 3D Mahjong. The quality level of graphics, sound and extreme playability showcase perfectly just what DarkBASIC Professional is capable of.

Features All games created with DarkBASIC Professional are License and Royalty free.
All games can be distributed as a stand alone executable.

Latest Media

We're sorry, but no images, videos or audio files have been added to this gallery.

If you would like to share media with the community, sign up and you can.

Blog RSS Feed Report abuse Latest News: A crowdfunding boost for Cars Incorporated?

About Cars Incorporated with 2 comments by Merced on Jul 3rd, 2014

Since day 1 of the development of Cars Incorporated, the project was facing two main difficulties: A lack of exposure and a lack of budget/time.

The funny part is that both problems are really kind of one problem, as more exposure would result in more sales, which results in more time for development through the added budget, resulting in more refined and more frequent releases, which would again lead to more exposure through more news and people sticking around longer.

So far, I have not had the budget to work fulltime or even parttime on the game. So all that you see now is the result of long spread-out work, resulting in a slow but steady growth the game has been going through for the past 2.5 years. I have tried unsuccessfully to break this vicious circle of not having the budget to do this before with 2 crowdfunding attempts in 2013. Both of which never came close to their targets but they have shown that the game's fans are dedicated as most of the funding received did come from returning players.

Today, more than half a year later, while we are in the final weeks of development for series 0.3x the situation is looking a lot better. The first three months of 2014 each earned more than 19 out of 24 months before that and the following three months up until now being by far the 3 most successful months the game has seen to date. In total the game has earned more money in this first half of 2014 than it has in 2012 and 2013 combined - even with those two crowdfunding campaigns.

So where does this leave us now?

Actually - if things stay as they were in the last 3 months - we're getting close to me being able to work full or at least part time on the game. If the amount of sales from these 3 months were to come each month I could start working fulltime on the game, which would lead to you seeing a lot more and a lot more refined updates.

This is a huge improvement, as the game would have needed to make 10 times what it did during 2013 on average.

So to help and take these final steps in speeding things up a final, shorter Indiegogo campaign (42 days until August, 10th) has been launched. The goal of the campaign is to gather the funds I need to be able to fully concentrate on developing for the next 2-3 months. (If the sales hold up or go further up, potentially even longer.) During that time Cars Incorporated's user interface (UI) will receive a major makeover to get rid of what appears to be the biggest problem of the game in getting attention: The graphics.

The new UI

Right now the new UI is in the planing stages but I intend to show a prototype sometime in July. The main difference will be that the background of the screens will not consist of pre-rendered images as it was originally intended (and like the simple office backdrop already works). Instead the background will feature a 3D scene that is being rendered on the fly by your graphics card. The submenues will be - for the most part - available in 3 sizes in windows that can be moved around. A mini view, a regular view and an expanded view that features additional information but requires higher resolutions then the default 800x600.

This has multiple advantages over the current AND the previously planned system:

  • The game becomes independent from the resolution. This means that you can select from a variety of resolutions, giving you more or less room for the menu windows and it will neither look pixelated because of scaling nor will it require pre-rendered backdrops for every resolution (which would significantly increase the installation size)
  • The flexibility of what the game shows will be greatly increased. With the old system every object that might change would need to be pre-rendered in it's position, which is a lot of additional work. With the 3D setup I would just need to swap 3D models, allowing for an easy replacement of furniture and other props to reflect the advanecment of time over 125 years of gametime.
  • Animated details will also become easier to implement and would not take up a lot of space for pre-rendered animation sequences. For isntance the ceiling ventilator I've been wanting to add to the office would need dozends of pre-rendered images to fake a movement. In 3D I just need to rotate it.
  • The incorporation of the 3D cars into their environment will be seamless. As an older test on Facebook has shown: Slapping the 3D cars on a preexisting 2D image looks awful, so adding the cars to any of the screens would not be an option. With the 3D environment it can simply be placed there. For instance in a research room, between some spare parts and drawing boards a prototype car could be placed.

Some people might have gotten the wrong idea about the word 3D in the initial name of the campaign, so I removed it. Just to clarify: You're not going to walk around in those rooms, all that will change is the way the environment is rendered, not the way it is used.

IMPORANT: What you can do to help

Aside from the obvious answer of contributing funds to the campaign it is VERY important to get the word out. As you all probably know by now I completely s*ck at marketing, so the most important part you can do is to help spread the word. Use the tools on the campaign page to share it on Facebook, tweet about it, e-Mail about it and get people to notice. If you like the game this can become a huge advantage to you as well as the game will be significantly faster developed and will turn out much more refined if this final attempt at crowdfunding hits the mark.

Of course there is also a new referral contest involved in which you can win the game, including a chance to be in the game yourself and of course access to the Inner Circle.

So please share the campaign as often as you can and help me out on the front that I alone can't suceed on: Getting exposure.

Or find us here:

15 Defense. Underwater Battle

15 Defense. Underwater Battle 15 Defense. Underwater Battle Indie

Updated 7 months ago TBD Single & Multiplayer Family

Modest steps: Greenlight (concepts) Аt the moment, we have a very difficult game. Project on modernization!


Aces MAZE Aces MAZE Indie

Updated 2 years ago Released Feb 20, 2012 Single Player Puzzle Compilation

This game has been canceled, the source code( i think its the most recent SRC) has been released, you will need Dark Basic Professional to compile it...

Azzura Avventura

Azzura Avventura Azzura Avventura Indie

Updated 1 year ago Released May 1, 2012 Single Player Adventure

Azzura Avventura - our first indie/adventure game.The game combines the varied gameplay, battle monsters, dungeons research, communication with the characters...


B.L.A.C.K. B.L.A.C.K. Indie

Updated 1 year ago TBD Single Player Adventure

A small story about a man caught in a car accident, whose life now hangs in the balance



Updated 9 months ago TBD Multiplayer Fighting

A friend and I are developing a 2D-style Beat 'em Up called "Beat 'em Up". We've worked on the game since about October, and we've gotten fairly far (if...

Post comment Comments
NostalgicAlgorithms Aug 6 2013, 12:42pm says:

If a 3D Mahjong is the best they can showcase for professional project, then that's pretty sad. I remember when DB first came out, it tantalized me as a kid because it offered a way to make games within one neat package. It has "professional" in it's name so it must be good right? I don't doubt you could make a great game with it but after trying it off and on for years I would have to say skip this language. FPS creator was one such abomination created by this same group. It was a great idea but the end result was quite poor. Try DB and any games made with it and see for yourself.

+1 vote     reply to comment
Inflictive Mar 24 2012, 8:15pm says:

I think the help files are pretty useful -.-
Not bad but needs to be cleaned up, some commands don't really work.

+2 votes     reply to comment
koburamoe Feb 10 2012, 6:57pm says:

Had potential , but it's less popular than the other big engines which now sadly even become free or very cheap but are more supported with tutorials , help and such .

+1 vote     reply to comment
Ace1214 Mar 3 2012, 12:42pm replied:

but DBP is free now

+5 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Send Message
Release Date
Released Jun 7, 2004
Engine Watch
Track this engine
Community Rating



8 votes submitted.

You Say


Ratings closed.

Embed Buttons

Promote DarkBASIC Professional on your homepage or blog by selecting a button and using the HTML code provided (more).

DarkBASIC Professional DarkBASIC Professional
DarkBASIC Professional
214 of 650
Last Update
2 days ago
24 members