Ok, a few people helping out with bmx2 development have expressed concern that the BRL community are expecting something far more 'BlitzMax like' with respect to bmx2.
So, in a probably futile attempt to reduce confusion levels somewhat...
* Bmx2 is NOT, erm, BlitzMax 2! bmx2 is just the code name for the next BRL programming language.
* Bmx2 is, however, fairly similar to BlitzMax in terms of language syntax.
* Bmx2 is MUCH smaller than BlitzMax, with far fewer modules. There are only currently about 10 'core' modules - most of these just deal with simple algorithmic stuff like lists, maps, math, random etc. There are no PngLoader modules or anything like that, no stream system or audio/graphics driver subsystem. Stuff will be added over time, but I want to be careful this time around not to let it all become a big nasty 'mega system' the way BlitzMax did - I want the core to remain VERY lightweight.
* Bmx2 will also include a very simple 2D gamedev module. And by 'simple' I mean SIMPLE! This is so that it can work on a wide range of target devices. This module will initially only include functionality that is available on ALL target platforms. The 2D module is not 'part' of bmx2 in quite the same way the brl.max2d module was 'part' of BlitzMax - it's very much separate and optional (although currently there's not a lot you can do without it!).
* Bmx2 will also include a very simple IDE written in the 2D module, but I expect seasoned developers are likely to turn to something like notepad++ (what I'm currently using) or Ziggy's next super duper IDE. The included IDE will really only be designed to get people up and running - I'm not planning to get into the IDE 'biz at all, but in the spirit of keeping the product fully 'self contained' (as all BRL products have been) some sort of IDE is a must.
Finally, here's a little YouTube vid of bmx2 in action - nothing too fancy, mainly just proof of concept stuff including giving the new touch commands a workout, although I do like the look of delidash!
And don't forget, all this code runs just the same on HTML5, Flash, XNA and Android...
Thanks to jonpittock for that!
(And no, that's not 'real' 3D at the end there - just a nifty little raycaster).