Install AllegroBasic without issue... Running it, however, was a different mater....
The editor ran fine. Opened and loaded some of the examples. The editor had no problem producing an executable. But the editor would not run either the loaded script or executable.
Ran it from a command terminal and executed "floodfill" which produced the following error. "./floodfill: error while loading shared libraries: liballeg.so.4.4: cannot open shared object file: No such file or directory"
Problem solved.... Scrolled a little lower down on the AllegroBasic homepage to read the command so as to install the library. Library installed successfully and AllegroBasic is now running.
It's almost 1:30am and I have to be up at 6am. I will read the documentation and "tinker" 'after' I have had my morning coffee and get back to you on what I find... Goodnight... lol
Ok. I have read through the "manual" and found it, no pun intended, fairly basic. A few commands that are foreign to me, but hey, which flavour of basic doesn't have a few strange ones, right?
Right. I ran the Fractal example and it took 29.576 seconds to draw a mandelbrot set. RCBasic ran it in 8.5333 seconds. I would imagine that Allegro will improve once the conversion to SDL2 is finished. (fingers crossed) There seems to be some limitations, in regards to image and sound types, but that's not a 'deal breaker'... lol I would be curious to see how Allegro would handle games or even a 'benchmark' application.
Ran a simple 'counter' loop to 10,000,000. Allegro 0.332 and RC in 0.151
It looks interesting, but if the conversion to SDL2 is imminent, then perhaps I will wait until then to give it some serious testing. In the meantime I will continue to "tinker".
Thanks Kenn. Nice find.
Last Edit: Jul 4, 2019 18:09:23 GMT -6 by johnno56: added 'counter'
With all the quick click create engines out there, still makes me smile too see, people who just like to code for the sake of it .
Those game creation softwares are easier tools. They allow users to make each kind of game object in their games and attach some scripts(or some behaviours) to each kind of object. Using this method for game development is easier than traditional method of writing game in pure programming language.
"As the name implies AllegroBASIC also uses the Allegro game development library. It is used in Version 4+ which is already an obsolete version. But don’t worry, I am porting AllegroBASIC to SDL2......"
The Allegro library version 4+ is obsolete but the latest version 5.2.5 was released in Feb 2019! Why not simply change to the version 5.2.5? Why change to SDL2?
well i don't know how is situation with allegro on linux but on windows is hmm very slow
Hi, there is an old post in their official forum. Allegro 4 doesn't look slow.
"Using A4 my game was running at 100 fps pretty much all the time. Even with 32-bit bitmaps, 750,000 objects floating around space, and pixel perfect (PP) collision turned on I was rarely dropping below 80 fps (on an old Core 2 Duo E6600)."
Allegro 4 is software rendered like SDL 1.2. Allegro 5 has moved to the hardware accelerated pipeline that is used in other modern libraries like SDL2 and SFML. I have mentioned before that there are advantages and disadvantages of each. For pure software rendering it is still pretty fast.
I believe My-BASIC is a pure interpreted BASIC so does not compile to intermediate byte code like alot of other dialects do. That would be why its probably not as fast as many other interpreters that compile to byte code. The guy who developed My-BASIC has also made a game focused interpreter based it called BASIC8 which is available on steam. He used to be an active member of the old Basic Programming forums before they moved to retrogamecoding.org. I don't think I have seen a post from them since the old site went down though.
I tried it out though and I like what he has done with it so far. I am looking forward to seeing where it goes.