It's just that it's more game oriented, uses Modules with Procedures written with games in mind, and smaller procedure names to enable quicker production of those games.
I feel it will appeal to some people that have over-looked Pure BASIC in the past...And maybe some people here who might give it a shot for Game Programming.
Ignore the marketing speak lol, it's due to Fred that this is possible - and they still need to buy Pure BASIC!
I've finished the core of my Game Language, Which I'm calling Jet.
Features include:
Runs on Windows, Mac and Linux.
32 and 64-bit versions available.
DirectX 9 - and 11 support. As well as OpenGL.
Very fast.
Compiles to a small exe size.
Small keywords = fast typing! And therefore quick production of games.
Very easy to use.
OOP Programming using Classes (Modules in Jet). With public and private variable/procedures to organise your code.
2D Alpha Sprites - Which are called Img2d's (2d images) in jet. Loaded as PNG's.
Sound support for WAV and OGG.
Frames per second code and output to Sprite built-in(render tweening procedures will follow).
Game related procedures will be added to make game production even easier.
3D and physics to follow.
Well you might be wondering how Steve wrote this in a week...This is because it's based on a well established (and under-rated language) called PureBASIC. So you will need to pay the (very reasonably priced) one-off fee and purchase a copy
As well as being able to produce GUI applications(very easily) Pure BASIC can produce 2D, 3D (using Ogre) and physics - plus direct OpenGL integration and Assembly Language. Jet will bring it all together in one language.
Jet will use 'abbreviated' versions of Pure BASIC commands. So instead of Procedure / EndProcedure, in Jet that will become Pro / ePro...e for end
The Jet Module will include routines for games that will make things very much more compact. So instead of:
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If InitSprite() And InitKeyboard() And UseOGGSoundDecoder() And InitSound() And OpenScreen( ResX, ResY, 32, Name.s, Sync.i )
In Jet, this will become:
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Win( 1920, 1080, "Gridfire", 0 )
Linkage
The code for loading graphics, sounds (including a looping music track) reporting the FPS and a moving player character within a solid Modular OOP Framework is as follows...
There is only one class for the game (module) in this code - because there is just the player to move so far. When the game is finished other modules will be added. The second module is the Jet Module itself.
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Code updated below.