Nuclear Basic is a complete video game/utility programming environment. The language is simple (or basic) for beginners and provides enough flexibility to satisfy intermediate and professional developers too.

You can do this! The help of the community, canned samples, and starter videos will get you there.

How it works

In as little as 12 lines of code you can have a scene (or standard primitive: cube, cone, etc...) loaded with camera movement.

You press one button on the interface and your program (.exe on Windows) is created and running. You're done!

New to game design

No problem. The purpose of a Basic language is to be basic!

Tutorial videos are provided to show you how to get off the ground including everything from the quintessentials to master level material.

A range of samples are provided to load and run for instant fun.

The language components

Integers, floats (double-precision), strings, multidimensional arrays that can be resized (without data loss!), functions, and user-defined types are supported.

Among the more advanced features include function pointers (useful for plugin loading), functions within types, and constructors/destructors for types.

The engine components (at a glance)
  • Conditional 3D startup (issue your own startup error)
  • Multiple windows
  • Viewport access
  • Entity system
    • Encompass scene elements (lights, bones, meshes, etc...)
    • Load existing models
    • Save entities or scenes to .n3d (one command)
    • Parent/child support (build entire hierarchies)
    • Transformation commands in local & global spaces
    • Animation access (per-keyframe data)
  • Multiple camera control
  • Unlimited lights (per-surface lights allowed)
  • Flexible textures
    • Default compression (improves performance)
    • Filename database (single copy in memory)
    • Masking & alpha options
    • Blend settings (mixing with other textures)
    • Transformations (position/rotation/scale)
    • Render to texture from camera (automated)
  • Sprites w/ rotation modes (fixed modes & free roll)
  • Surface access (including direct geometry modification)
  • Bone access (vertex weighting, etc...)
  • Bone hardware acceleration (fixed-function)
  • Brush access
    • Depth flags
    • Scene blending (alpha, additive, etc...)
    • Up to 8 textures (independent blend settings)
    • Independent fog settings (override camera)
    • Color, specular, ambient, and emission lighting
  • Occlusion system (hardware accelerated)
  • Scene optimizing command
  • DirectX 11 support with DirectX 9 fallbacks
  • Stencil shadows (maps by effect file)
  • Plug & play shaders
    • NVidia's SAS scripting fully implemented
    • Load & apply shaders in 2 commands
    • Pre & post effects are layerable
    • Light entities bound to shaders automatically
    • Off-screen render targets managed automatically
  • Physics
    • Character controller
    • Multicore scalability
    • Force, impulse, torque, and velocity (angular/linear)
    • Mass, gravity, friction, and restitution (bounciness)
    • Entity based constraints
    • Grouping by custom identifier
    • Dynamic and static meshes
    • Raycast (by vector or viewport coordinates)
  • Engine plugins (flow into Nuclear Fusion seamlessly)
  • Automatic tweening
Other components

Many additional components come stock: console, database, input, file, memory banks, networking, sound, timer, threading, standard plugin, Adobe Flash, and imaging (w/ pixel access) routines.

A range of Windows-specific components come stock as well: clipboard, buttons, color gadgets, drop downs, edit boxes, file gadgets, find/replace gadgets, font gadgets, listboxes, menus, progress bars, scrollbars, sliders, spinners, splitters, status bars, tabs, task tray icons, toolbars, tree panes, web browser gadgets, drag areas, and custom windows drawing routines.

What now?

See the pages: DirectX 11, Physics, and Effects.

Check out the trial version (link below) and order once satisfied!

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DirectX 11 compatible!