Media Summary: GFABASIC test with built-in STiK support. This is a highly modified version of GFABASIC. Phew, it's a long one but I feel necessary to get this series moving. This video describes how to implement cameras and Shows how to use the meta command in GBE to include LST files.

Gfa Basic Part 33 Clipping - Detailed Analysis & Overview

GFABASIC test with built-in STiK support. This is a highly modified version of GFABASIC. Phew, it's a long one but I feel necessary to get this series moving. This video describes how to implement cameras and Shows how to use the meta command in GBE to include LST files. How to build standard 68K and Coldfire binaries with my Original routine written by T.A.King. From the Sprite Works

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GFA Basic part 33: Clipping our graphics with RC_INTERSECT
GFABASIC + STiK
GFA Basic part 35b: Using BITBLT for our sprite animation
Code-It-Yourself! 3D Graphics Engine Part #3 - Cameras & Clipping
Robokit - Controlling from GFA Basic
GFA-Basic Editor include example
Mandelbort rendering in GFA Basic
GFABASIC Programming
GFA Basic part 36a: The theory behind pre-shifted sprites
GFA Basic part 35c: Screen transitions and BITBLT performance
GFA Basic part 31: Use BMOVE to manipulate memory and graphics
Gfa Basic / Loading Images with 512 colors or more (Atari STe).
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GFA Basic part 33: Clipping our graphics with RC_INTERSECT

GFA Basic part 33: Clipping our graphics with RC_INTERSECT

This is a video in series 3 on

GFABASIC + STiK

GFABASIC + STiK

GFABASIC test with built-in STiK support. This is a highly modified version of GFABASIC.

GFA Basic part 35b: Using BITBLT for our sprite animation

GFA Basic part 35b: Using BITBLT for our sprite animation

This is a video in series 3 on

Code-It-Yourself! 3D Graphics Engine Part #3 - Cameras & Clipping

Code-It-Yourself! 3D Graphics Engine Part #3 - Cameras & Clipping

Phew, it's a long one but I feel necessary to get this series moving. This video describes how to implement cameras and

Robokit - Controlling from GFA Basic

Robokit - Controlling from GFA Basic

A quick program written in

GFA-Basic Editor include example

GFA-Basic Editor include example

Shows how to use the #INC meta command in GBE to include LST files.

Mandelbort rendering in GFA Basic

Mandelbort rendering in GFA Basic

Rendering a Mandelbrot in

GFABASIC Programming

GFABASIC Programming

How to build standard 68K and Coldfire binaries with my

GFA Basic part 36a: The theory behind pre-shifted sprites

GFA Basic part 36a: The theory behind pre-shifted sprites

This is a video in series 3 on

GFA Basic part 35c: Screen transitions and BITBLT performance

GFA Basic part 35c: Screen transitions and BITBLT performance

This is a video in series 3 on

GFA Basic part 31: Use BMOVE to manipulate memory and graphics

GFA Basic part 31: Use BMOVE to manipulate memory and graphics

This is a video in series 3 on

Gfa Basic / Loading Images with 512 colors or more (Atari STe).

Gfa Basic / Loading Images with 512 colors or more (Atari STe).

Original routine written by T.A.King. From the Sprite Works

GFA Part 32: Optimizing our animation with RC COPY

GFA Part 32: Optimizing our animation with RC COPY

This is a video in series 3 on