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Work in Progress / DarkBasic Professional for Java with PureGDK!

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Mistrel
Retired Moderator
18
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Joined: 9th Nov 2005
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Posted: 6th Aug 2011 07:52 Edited at: 6th Aug 2011 09:31
I am VERY excited to announce the first prototype of PureGDK running in Java. This is a Direct3D device based on the DarkBasic Professional platform, the core of PureGDK, running in a Swing JFrame window.

Everything is running native Java code to call DBP functions with all of the benefits of PureGDK including compatibility with DBP plugins, multiple programming language support, multithreading, first-class documentation, and feature enhancements.

Find out more about the PureGDK 2.0 beta and where you can download it for FREE here:

http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38

Can anyone say.. Java for games?




Feature highlights:

All of DBP compressed down into a single DLL
Engine customization; basic 3D in less than 800 KB!
Future support is anticipated for additional programming languages.
Language agnostic interface; all exports are C function calls
Internal multithreading support. Go thread crazy!
Enhanced commands including true support for structured parameters
Potential support for rendering in a web browser
Rewritten, extremely fast 3D math libraryconstants and structures
Improved documentation for all DarkBasic Professional commands
Superior runtime error support that is thread-aware
Easy to use command line tools for automated compiling
Plugin-based parser. Adding support for your own language is a breeze!

Projects currently supported by PureGDK out of the box:

Visual Studio 2010
Visual Studio 2008
Visual Studio 2005
Visual Studio .NET 2003
Visual Studio .NET
Visual Studio 6
GNU make/GCC g++
Nmake/VC++
PureBasic 4


Program using your favorite IDE. Any IDE. Any language!

PureGDK: Project Setup in Visual Studio 2008



Screenshot of PureGDK and the PureBasic IDE:



Screenshot of PureGDK and the Qt Creator C++ IDE:



Here is a video of a C++ example project being run and debugged from the Qt Creator IDE. It also demos the flexibility of PureGDK by compiling from a UNIX (cygwin) command line using Make and the GNU g++ compiler. It should work with most any C/C++ compiler.

http://puregdk.com/files/upload/TGCForum/pgdk_cpp_demo_xvid.avi

Brand new language-specific documentation!





Here is a screenshot of the DarkGDK documentation for a comparison:



The documentation is in the excellent .chm format with an index and full text search.

Dodga
14
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Joined: 12th Dec 2009
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Posted: 6th Aug 2011 08:08
If you'd drop the price i'd probably purchase it, 60 bucks is just too steep for me right now, I appreciate your work though, if I had the money I would buy it.
Mistrel
Retired Moderator
18
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Posted: 6th Aug 2011 08:12 Edited at: 6th Aug 2011 08:12
PureGDK is free right now while it's in beta. Try it, and if you don't feel that it's worth that much then you don't have to buy it.

If you make something really cool with it to showcase its potential, I may just give you a free copy outright.

Otherwise, I will be giving away free copies and other prizes as well through various contests once the beta is complete.

Blobby 101
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Location: England, UK
Posted: 6th Aug 2011 13:18
Awesome! Seeing as this is running in Java, does that mean it'd be possible to upload it to a website and run it from the browser?

Mistrel
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Posted: 6th Aug 2011 22:39 Edited at: 6th Aug 2011 22:40
Quote: "Awesome! Seeing as this is running in Java, does that mean it'd be possible to upload it to a website and run it from the browser?"


YES!

What was that? From a browser? FPS Creator multiplayer on Facebook from a browser, maybe?

Red Eye
15
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Joined: 15th Oct 2008
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Posted: 7th Aug 2011 13:53
Now that! sounds extremly epic.

I have one question, imagine I create my game usign C++ and PureGDK and want it to run in java, do i need to recode or can it be "converted" somehow... As I dont know java but only C++ and I like the sound of being able to play my game in a browser.

Mistrel
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Posted: 7th Aug 2011 22:01 Edited at: 7th Aug 2011 22:02
You don't actually need to use Java for this at all. You can write a game in any language (such as C++) and embed it in a browser as long as you know how to target the appropriate browser framework.

I have an expert on the subject who will be showing me how to do this some time within the next few months. It's on the TODO list and will eventually make it into the documentation with code samples for you to play with.

I don't know much about the subject, but perhaps if you write it as a Java applet you can load the engine in such a way that you can do it "all" in Java without having to interact with the browser at all.

That would be a question to ask Java guru. I don't know anything about applets.

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