
- #Purebasic x64 64 Bit#
- #Purebasic x64 full#
- #Purebasic x64 code#
- #Purebasic x64 license#
- #Purebasic x64 windows#
Added: WorldCollisionContact(), WorldCollisionNormal(), WorldCollisionAppliedImpulse() Added: CameraFollow(), ExamineWorldCollisions(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity() Added: #PB_EventType_FirstCustomValue for use with PostEvent() Added: Linux executables created on new distribution should still work on old linux. Added: Debugger check for SortStructuredList() and SortList() to ensure the specified list is of correct type Added: Bool() is now evaluated at compile time if the whole expression is constant
#Purebasic x64 license#
Added: 2 license files to easy add the needed information when shipping PB programs (see reference documentation) Added: Previous location is displayed when declaring a structure, interface, prototype or procedure twice. Added: CPUName(), Un/BindEvent(), Un/BindGadgetEvent(), Un/BindMenuEvent() Added: MeshIndexCount(), SetRenderQueue(), FetchEntityMaterial(), GetMeshData(), SetMeshData() Added: #PB_Entity_NbSubEntities to GetEntityAttribute() Added: Back color parameter to CreateImage() Added: #PB_FileSystem_NoExtension support to GetFilePart() Added: #PB_FileSystem_Force support to DeleteFile() Added: All Init() functions can be called more than once without issue (like InitSound(), InitNetwork() etc.) Added: #PB_Prototype and #PB_Module support to Defined() Added: #PB_EventType_Change support to PanelGadget() and DateGadget() Added: #PB_EventType_RightClick support to ListViewGadget() Added: #PB_EventType_Focus and #PB_EventType_LostFocus support to EditorGadget() Added: 32-bit support for SpriteOutput() for DX and OpenGL Added: OpenGL support for SpriteBlending() (warning, it just wraps OpenGL mode, so it can behave different than DirectX) Added: Zoom support to SpritePixelCollision() and SpriteCollision() Added: #PB_Sprite_PixelCollision flag to CreateSprite(), LoadSprite() to enable pixel collision Added: ClipSprite() now support #PB_Default for individual parameter Added: 'Color' and 'Intensity' parameter to DisplayTransparentSprite() Added: ZoomSprite() now accepts #PB_Default as Width/Height to reset to initial sprite size Added: Optional pad number to JoystickX/Y/Z() to handle more complex gamepads Added: Optional #PB_Relative flag to JoystickX/Y/Z() to have more precise values Added: Named enumeration support to allow continuing a previous enumeration
#Purebasic x64 windows#
Added: DirectX11 subsystem for Windows (doesn't not support the 3D engine for now) Personally.? i dislike the language but that's not really relevant but don't expect ordinary BASIC.
#Purebasic x64 code#
1) Form engine/behaviour sucks completely, for example you address controls on a form by setting the form current (it lacks the hWnd CtrlID logic, i may have missed the point here but i could not make head or tail of this kind of logic).Ģ) The PureBasic community is big but nearly all hobbyists, reflects directly on #3ģ) Huge amount of static link libraries but an important one to you may get abandon'd and it happens that no code is available, using those without source reflects the hobby status imo.ġ) The basis of the compiler is that good that i could use it to make my own form engine which appropriate but it can not be shared since no one uses it of course.Ģ) There are a few very good programmers over there, but they tend to lack professionalism, bit difficult to explain but i left the board due to lack of 'sense' for this.ģ) You can't say the developers of PureBasic are lazy, they often bring a new release.Ĥ) License, couldn't be better, it's for life(!) Easy but very fast 2D game support through dedicated libraries (DirectX, SDL.
#Purebasic x64 full#
Access to full OS API for advanced programmers Procedure support for structured programming with local and global variables No external DLLs, runtime interpreter or anything else required when creating executables Very fast compiler which creates highly optimized executables Huge set of internal commands (1100+) to quickly and easily build any application or game Experienced coders will have no problem gaining access to any of the legal OS structures or API objects and PureBasic even allows inline ASM. In spite of its beginner-friendly syntax, the possibilities are endless with PureBasic's advanced features such as pointers, structures, procedures, dynamically linked lists and much more. We have put a lot of effort into its realization to produce a fast, reliable system friendly language. PureBasic has been created for the beginner and expert alike. The key features of PureBasic are portability (Windows, Linux, MacOS X and AmigaOS are currently supported), the production of very fast and highly optimized executables and, of course, the very simple BASIC syntax.
#Purebasic x64 64 Bit#
PureBasic is a native 32 bit and 64 bit programming language based on established BASIC rules.
