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// whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
// the main entry point for the application is this function
void DarkGDK ( void )
{
// turn on sync rate and set maximum rate to 60 fps
dbSyncOn ( );
dbSyncRate ( 60 );
// switch to the media directory, load our world
// and turn lighting off
SetCurrentDirectory ( "media" );
dbLoadObject ( "universe.dbo", 1 );
dbSetObjectLight ( 1, 0 );
// load a model for our sky
dbLoadObject ( "skybox2.x", 2 );
dbSetObjectLight ( 2, 0 );
dbSetObjectTexture ( 2, 3, 2 );
dbScaleObject ( 2, 5000, 5000, 5000 );
// position the camera
dbPositionCamera ( 434, 42, -517 );
// camera variables
float fCameraAngleX = 0.0f;
float fCameraAngleY = 0.0f;
// our main loop
while ( LoopGDK ( ) )
{
// move the camera using the arrow keys
dbControlCameraUsingArrowKeys ( 0, 5.0f, 0.3f );
// create a rotation axis based on mouse movement
fCameraAngleX = dbWrapValue ( fCameraAngleX + dbMouseMoveY ( ) * 0.4f );
fCameraAngleY = dbWrapValue ( fCameraAngleY + dbMouseMoveX ( ) * 0.4f );
// rotate camera
dbXRotateCamera ( fCameraAngleX );
dbYRotateCamera ( fCameraAngleY );
// update the screen
dbSync ( );
}
// return back to windows
return;
}
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