Quote: "@Mistrel: Hey, I have some questions: Does PureGDK support latest dx with the commands it has?"
Right now it supports DirectX 9, the same as DBP/DarkGDK. But it's been built to be loosely coupled to the engine. At some point I hope to decouple it from the engine entirely so you can swap it out for DX9, DX10, DX11, OpenGL, or whatever. Then I can begin to work it into the cross-platform arena. GDK for iPhone/Android, anyone?
Quote: "Can I use the Visual C++ 208/10 editor with it?"
C++ Projects supported by PureGDK out of the box:
GNU make/g++ (gcc compiling may require setup)
nmake/vc++ (vcvars32.bat compiling should work out of the box)
Visual Studio 6
Visual Studio .NET
Visual Studio .NET 2003
Visual Studio 2005
Visual Studio 2008
Visual Studio 2010
This list is not finite! PureGDK will "just work" with any standards-compliant C++ compiler. This includes any version of Visual Studio Express.
Quote: "Are there speed advantages if using puregdk instead of darkgdk?"
There is a slight overhead cost for PureGDK, I'd estimate about 5% compared to DarkGDK. But this 5% can very easily be made up by the quality of the code you write. And because it's dynamically linked, you can continue to use it with every new Visual Studio that comes out (2012/2014/etc) immediately.
What's even better is that because it's been designed for portability, if ever you decide to change languages you can take the engine with you!
See here for more features that can be found in PureGDK:
http://forum.thegamecreators.com/?m=forum_view&t=185378&b=22&msg=2223946#m2223946