Blah, all this talk about Darkbasic Pro being so much better yet not one single example of how this is so. If you can produce better, let's see it, AFAIK there's no decent examples that actually show these improoved features that arn't carefully chosen to avoid showing up the bugs and failures in DBP.
Take the shadow demo for example, works great until you start having occluded shadows or using complex objects (e.g. medium-low polycounts)then it's a mess and slow. Cubemapping has been a built in feature of DBP for ages true, but does it ACTUALLY work and how long has it been working correctly?
I've yet to see someone produce a DBP program that does what Rob's does and works. Looking at Raven's example source someone could have produced an equivlent demo in about 10 minutes but nobody has, there must be a reason for this...
Can you produce something as cool as this little demo which I knocked up a while a back?
[href]www.darkheartgames.co.uk/teaser.zip[/href]
Nothing particulalry special, but does show that realtime mesh deformation from 3DSMAX is a real working thing in Blitz3D rather than a maybe/possibly in Darkbasic Pro.
Enough with all this bluster, let's see something to back up these claims!
Darkheart