I didn't think this would be possible but I have just built a version of Classic that supports Vulkan. There's life in Classic yet, retired far too early. Not the best screen shot as I had to resize it quite a lot to upload it but if you squint you should be able to make out vulkan.
I've uploaded a video that shows the Vulkan rendering in action:
https://www.youtube.com/watch?v=XNQIHJFmKM0
Nice one!. Go AGK Classic ;D
Is there a reason why the FPS is the same between OpenGL and Vulkan?. I guess you won't see a difference until a more complex scene is drawn?
Probably because Vsync is on and my monitor is 75Hz. I'll turn it off and do another test :) I might need to use a more demanding game as well.
Classic also uses the same commands as Studio now as well.
Ive just done a new Studio build and added the Geany IDE to it so that there is a choice of Studio, Classic and VSCode IDE's. They all use the same compiler, interpreters, broadcaster, help files etc. so from a code maintenance perspective it will be easier to maintain. Any changes to Studio will now be available in the Classic.
Great work in merging studio with the classic IDE.
On MacOS I've managed to build the compiler, player and the libs but the IDE has been a big no-no. Looks like the MacOS IDE is built with different SDK versions and specific compilers. I didn't really think of an alternate IDE / Editor for the Mac side.
The big downside is that the starting with MacOS 28 then there's no more Rosetta 2, meaning no x86_64 apps and ARM64 only. So one way or the other other I'll have to sort out some form of IDE/Editor so I can continue to use AGK. Too old and grumpy to learn another BASIC language for 2D games :P
Lee said he's working on the Mac update, I think he wants to release the Windows and Mac updates at the same time. I can build the Windows and Linux versions OK but no experience of the Mac. I assumed you would use Visual Studio (if it's available?) on a Mac and just build the solution. It all sounds a bit of a nightmare on the Mac tbh.
On Mac you use Xcode and not Visual Studio (it's been dumped on Mac but VS Code still exists).
A zillion and one errors presents itself when you try to build on MacOS. It's not a straight forward as you'd hope and needs quite a bit of updating for compiling on the latest SDK's.
It's a on/off project for me to build the IDE for ARM64 and I am getting there slowly. Fixed quite a few compile errors last night where definitions into the code had to be made.
If Lee gets it all sorted first then great but I'm plodding along as within two years the AGK IDE won't work on the latest MacOS versions once they remove the Rosetta layer.
QuoteOn Mac you use Xcode and not Visual Studio (it's been dumped on Mac but VS Code still exists).
You say that as if Xcode is no good and VS Code is better ::)
Quote from: Baggey on Jul 25, 2025, 07:21 PMQuoteOn Mac you use Xcode and not Visual Studio (it's been dumped on Mac but VS Code still exists).
You say that as if Xcode is no good and VS Code is better ::)
He didn't say that.
He's said that they've dumped Visual Studio for Mac. But Visual Studio code is still available for the mac. Visual Studio Code is totally different to Visual Studio.
You cannot do any meaningful programming on a mac without xcode or the xcode command line tools installed.
Quote from: Jackdaw on Jul 25, 2025, 08:19 PMQuote from: Baggey on Jul 25, 2025, 07:21 PMQuoteOn Mac you use Xcode and not Visual Studio (it's been dumped on Mac but VS Code still exists).
You say that as if Xcode is no good and VS Code is better ::)
He didn't say that.
He's said that they've dumped Visual Studio for Mac. But Visual Studio code is still available for the mac. Visual Studio Code is totally different to Visual Studio.
You cannot do any meaningful programming on a mac without xcode or the xcode command line tools installed.
A system i havent tried. I know there are tutorials on how to get it on a x64 PC. May be next time im bored ill see if i can get it booting. ;D
Quote from: Baggey on Jul 26, 2025, 07:09 AMQuote from: Jackdaw on Jul 25, 2025, 08:19 PMQuote from: Baggey on Jul 25, 2025, 07:21 PMQuoteOn Mac you use Xcode and not Visual Studio (it's been dumped on Mac but VS Code still exists).
You say that as if Xcode is no good and VS Code is better ::)
He didn't say that.
He's said that they've dumped Visual Studio for Mac. But Visual Studio code is still available for the mac. Visual Studio Code is totally different to Visual Studio.
You cannot do any meaningful programming on a mac without xcode or the xcode command line tools installed.
A system i havent tried. I know there are tutorials on how to get it on a x64 PC. May be next time im bored ill see if i can get it booting. ;D
I wouldn't bother. Getting it to work on a x86 PC is a lot of work.
You have only two choices:
- Build a Hackintosh. Which can cost as much as a iMac Mini.
- Use a virtual machine. Which is hit and miss and painfully slow.
In both cases you need a copy of macOS, which can only be acquired by using a Mac running macOS. You can either annoy a friend that has a mac, or download it from some random website, but you never know what else it contains.
So the only real option is to buy a iMac.
Lee thinks it's great that the Geany IDE works in AGK Studio. Initially I'll include a modified compiler in the Studio Steam build which is required for Geany to work and then make the Geany IDE folder available via the DBS github page for people to try. If everything works OK it may then become part of the Studio Steam install.
I doubt it will be in the pending Steam release so ptobably the next release. This will give me more time to fully test everything.
I 100% agree with that ;D Would be great to have the option to use Geany as many preferred the way it listed functions / variables in a list on the left rather than in a drop down box.
I now have the Geany IDE working in Studio just by copying the Geany folder into the Studio install folder, no modification is required to the Studio install.
The Geany IDE uses a modified Studio compiler which is included in the Geany IDE folder and then it uses the Studio interpreters and libraries, help files, examples etc.
This will hopefully be included in the Steam release of Studio in the future.
Nice one ;D Is this just going to be for Windows or is there any sign of a MacOS ARM version in the pipeline? I know the player is a universal binary but the IDE for Classic and Studio are Intel.
Just for Windows unfortunately
The Windows version of AGK Studio on Steam now has the Geany IDE included in a folder called Tier 1 in the Steam Appgamekit Studio folder.
Tier 1/Editor/Bin/agk.exe
When it is first run you will have to set the compiler path via the Build Preferences to the new compiler in:
Tier 1/Compiler
If you have Classic installed it will change the compiler path to that as well as the compiler path is using the same pref setting. This will be addressed in the next version of the Geany IDE but for now you would have to swap between the two.
Can confirm that AGK Studio with the Geany IDE works great even through MacOS > Parallels > Windows ARM
@Zaxxan This is great work mind, nice one... I tip my hat at your direction! ;)
Dabz
Thank you!
The next version will use it's own prefs so that it doesn't interfere with an existing Classic install.
This is awesome! Any chance you will release this? I'm not to good at compiling C++ code. I would love to get a precompiled version ;D
The Geany IDE is include with the AppGameKit Studio Release on Steam
Wow this place is looking awesome, so glad I stumbled upon it. Good evening.
pfaber11, there is a Say Hi thread in the General Discussion.
..haii Pfaber..welcome..glad to see ya here ;D
Yes indeed Alien. This is looking very cool. Have you taken the new Ogre on PB yet? I have not yet but I may start on something soon. The problems I encountered where down to version incompatibility. I'm gonna use both AGK and PureBasic going forward. They are very similar in some respects but PB seems to use the whole BASIC of the eighties where as the Basic of AGK Is a slimed
down basic but with a load of great commands for pretty much anything.
..hi Pfaber..Im using PB for various things, latest one may be simulator (either PB or WE, depending on GPU specs that ill be receiving)..more info soon.. ;D
I'm gonna start something in PB very shortly. Been looking at PB and it reads nice, as does AGK. I worked hard over a whole year to learn PB and it is stuck in my head now as well as AGK. If I had to choose Python or PB as my main language it would be PB. I think that Basic is easier to learn than Python and PB as well as AGK are nice modern examples of this language.
Good to see you guys. AGK is being described as mainly game and mobile friendly in some reviews but I don't see anything wrong using it for windows linux or mac.
I believe someone highly skilled in AGK studio could build just about anything apps games for desktop and mobile.
..i saw on AGK web site, GAME GURU editor (or something like that)..im not sure what it is exactly, but based on videos looks nice..im not sure what is status of all that stuff, i mean, is AGK still in business or??
Well it is still on sale and it gets the odd update and although it shows it's
source code it is not open source.
I need to try out the new ogre and see if my problems encountered with the old ogre have been fixed. I'm gonna make a start on my next game in PB and continue with what I'm currently making in AGK. Are the shadows working well with the new OGRE?
..all works well and smooth here..here is small screen and self shading/shading works well and very accurate..
(https://i.postimg.cc/jjyvCvVG/PB-TANK.png)
That looks very nice indeed. I'm gonna get on and make a start in the next few days. I know quite a bit of PB already and with the new ogre I think this is going to happen. I'm still going to use AGK for Android so if I can find the right app to build or game to make.