Monthly Archives: November 2015

Basic4GL on Android – Standard BASIC functions

    Another step closer to getting a Basic4GL program to run on Android. I’ve converted the standard BASIC function library to use the plugin library registration method, and split it into generalĀ and a small amount of Windows specific code … Continue reading

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Basic4GL on Android

A break from the sparse voxel octree stuff… This is probably the first significant thing I’ve done with Basic4GL in years. What you can see is the result of Basic4GL op-codes running on the C++ Basic4GL virtual machine which runs … Continue reading

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