Page 1 of 3
PureBasic 3.94d for MacOS X released
Posted: Wed Oct 05, 2005 4:42 pm
by Fred
Hi folks,
We are pleased to announce the immediate availability of PureBasic for OS X (doesn't it sounds like a PR speak ?

). Well, it's here and seems to be stable enough for a first public release. The standalone and console debugger works as expected, and we have deactivated (for now) the integrated debugger, because of some stability issues. We have added icon support and many little bugs fixes since the last beta. Grab it while it's hot and don't hesitate to spread the word !
Enjoy,
The Fantaisie Software Team.
Posted: Wed Oct 05, 2005 4:47 pm
by Polo
Thanks !!
So now the work is fully orientated to PB4.0

Posted: Wed Oct 05, 2005 7:05 pm
by Shannara
Hell yeah, thanks for the OSX stable version, this is sweet! Can't wait for the same features across the board in 4.0!
Posted: Wed Oct 05, 2005 8:17 pm
by Nik
Mac OS X is well known for having the most beatuifull GUI on the Planet. And Purebasic now is part of it. I haven“t got the money for a Mac yet so how about a screenshot of the PB IDE running on Tiger. With some translucency and whatever looks nice

Posted: Thu Oct 06, 2005 12:32 pm
by Kale
Here is a screenshot showing PureBasic running on Mac OS 10.4 (Tiger) on my Mac @ work. Here i'm just showing off a small utility i wrote for work to help us artists work out the stretch factor of rubber printing plates.
This progam is completely cross platform (No OS specific code) and is being executed using the 'Standalone Debugger'.

Click the screenshot for a larger version.
Posted: Thu Oct 06, 2005 2:12 pm
by KameHameHaaa
Is your utility cross compatible too?
I'm just wondering if it's really so easy to build something cross compatible
Posted: Thu Oct 06, 2005 2:52 pm
by GeoTrail
KameHameHaaa wrote:Is your utility cross compatible too?
I'm just wondering if it's really so easy to build something cross compatible
It is easy aslong as you don't use alot if different libs made by others. And offcourse you need to plan ahead before you start the work. And also keep in mind as you code...
Posted: Thu Oct 06, 2005 4:18 pm
by Kale
Kale wrote:This progam is completely cross platform...
Its easy to write cross platform code, just use native libraries which support all target machines (check the lib reference for this).
Heres me gushing about my experiences with the Mac OS version:
viewtopic.php?p=97655

Posted: Thu Oct 06, 2005 4:46 pm
by dracflamloc
Yes like said before, crossplatform can be easy if you plan your software ahead of time, with what features and commands you will use, etc. Some features arent functional or have bugs in different OS versions and I think thats something fred will work on for pb 4.0
Just curious, does this macosx release have a Sprite3d lib?
Posted: Thu Oct 06, 2005 4:55 pm
by J-The-Grey
Which bugs have been fixed since Beta 7?
I can't find a code that didn't work with Beta 7 and now works with 3.94 final!
Posted: Thu Oct 06, 2005 5:00 pm
by Fred
Kale: thanks for the nice screenshot
drac: yes, Sprite3D lib is supported
J-The-Grey: there was many little things fixed (treegadget, buttonimagegadget, network crash, etc..), which code doesn't work ?
Posted: Thu Oct 06, 2005 6:37 pm
by dracflamloc
So when is the linux Sprite3d lib coming? Not to be pushy or anything. I just find it weird how it was implemented in this first.
Posted: Thu Oct 06, 2005 6:52 pm
by Fred
It was implemented in OS X before linux because of some SDL limitation (you can't mix regular sprite command with opengl).
Posted: Thu Oct 06, 2005 7:03 pm
by Shannara
See? Fred is on the ball! Because of that sprite3d comment for macosx, I can now safely purchase a mac mini

All, thanks to Fred .. cheers!
Posted: Thu Oct 06, 2005 7:18 pm
by dracflamloc
Fred wrote:It was implemented in OS X before linux because of some SDL limitation (you can't mix regular sprite command with opengl).
Couldn't regular sprite commands be implemented using an OpenGL surface in SDL?