Reality was the name of our Wolf 3d styled game engine, and became an umbrella term for anything related to that pursuit. This archive contains the last known remaining compiled exe's of my various attempts to get it up to a reasonable performance on a near stock Amiga 1200 (020+FastRam) back in the mid 90's.
The Reality project was originally most active between 1994 -> 1995 and apart from few screen shots and close friends was never released to the public. It's important to note that the attached downloads are ALPHA software and while operational should not be considered stable. They do take over the system in as an OS friendly manner as I knew back at that time, but modern systems might not like them.
Downloads Bug Fixes
Just fixed another little bug on the website with source code download links. The java script code just needed to update to support the secure server.
Dtab V1.05 will bring us full circle with DTAB development, you see DTAB is now 20 years old!
So we've decided to release the product for free to drum tab community, to do this means making various
changes to the product code base, namely in how it's key system was integrated for registered users.
Removing that will make the functionality of the previous retail V1.04 release available to everybody.
It's hard for me to even believe, that Dtab was born 20 years ago from conversation on the
long since defunct DrumTalk forums.
I was looking for software to tap out drum patterns and produce Drum Tab.
Which was important around the turn the millennium, given dial up internet access was still widely in use.
So transcriptions needed to be small for web distribution. For me, I wasn't
that interested in charting entire songs, just exercises for my drum tuition site, which originally I'd
started for my local drum students, but quickly grew way beyond what I could cope with.
Now since I couldn't find any pre-existing automated tabbing software, I wrote DTAB primarily for me.
When Will It Be Released ?
We're not sure at this point, as I'm sure it comes as no surprise, that a 20 year old program
is written in a 20 year old programming language, called VisualBASIC6 with a small amount of C/C++
This is an issue, as support for the legacy languages isn't as good at it used to be, in particular
compatibility with modern Windows releases. Which just means having to develop the remaining
changes on a legacy Windows system.
Development issues and my own stupid health problem aside, I'd be hoping to get V1.05
by the end of January 2019, but that didn't happen. So the best I can say at this
point is that we're hoping for a end of February release.
This is an 'as is' release of the PS3D libraries which are set of high level functions for rendering 3D objects into PlayBASIC 2D camera. It includes a simple height map terrain, cube primitives and MD2 loader, allowing the user to create a scene but a lot of necessary high level code is missing for the casual user, collisions for example .
This is a refactored version of Scotties Voxel Terrain demo published back 2016. I've tweaking the inner loops and data mainly to try and squeeze out from performance from the demos code, adding gouaurd shading and depth queues to the terrain
This was originally written for one of our forum members some year ago, way back in 2009 and shows how you might approach doing light sourced 2d lighting with a two pass light map.
It's been a while since i've updated the news section, but i've finally found
some time capture and create some more youtube videos of the our various programs and games on the site.
This tiny video was taken of a Xenon 2000 scene remake, which is a top down shoot'em game for windows originally written by the Bitmap Brothers way back into 2000 as game programming tutorial series. This version of the remake is written in PlayBASIC using our OpenGL library called G2D for the display. Normally PlayBASIC uses DirectX and software rendering.
This remake isn't necessarily to show a working game, just how easy it is to port existing PlayBASIC programs to use G2D display library. The video capture is sadly very framey even at a low resolution, which is annoying as the actual demo runs at 500+ fps even on the legacy test system, which is 9->10 years old,
The demo is running in PlayBASIC V1.64P3 which is the current retail edition at the time of writing. The PlayBASIC G2D library supports rendering PlayBASIC images / sprites / maps / fonts / Particles and various 2D primitives though OpenGL interface .
You can find the source code for this demo and 1000's and others on our forums.
During this second phase site maintenance, all product ordering ( DTAB, PLAYBASIC & PLAYBASIC2DLL) has been disabled across UnderwareDesign.com & PlayBASIC.com until further notice. I'm not expecting this to be off line for long, it could be as short as a day, but most likely a couple of days.
MODEDIT: Ordering is back online as of 30th,May,2015.