Blitz BASIC

The Blitz language evolved as new products were released, with recent incarnations offering support for more advanced programming techniques such as object-orientation and multithreading.

[2] The first iteration of the Blitz language was created for the Amiga platform and published by the Australian firm Memory and Storage Technology.

Recognition of BlitzBasic increased when a limited range of "free" versions were distributed in popular UK computer magazines such as PC Format.

It lacked the 3D engine of Blitz3D, but did bring new features to the 2D side of the language by implementing limited Microsoft Windows control support for creating native GUIs.

Backwards compatibility of the 2D engine was also extended, allowing compiled BlitzPlus games and applications to run on systems that might only have DirectX 1.

BlitzMax brought the largest change of language structure to the modern range of Blitz products by extending the type system to include object-oriented concepts and modifying the graphics API to better suit OpenGL.

[6] BlitzMax 1.32 shipped new threading and Lua scripting modules and most of the standard library functions have been updated so that they are unicode friendly.

This engine focused on OpenGL but had an abstract backend for other graphics drivers (such as DirectX) and made use of several open-source libraries, namely Assimp, Boost, and ODE.

Despite the excitement in the Blitz community of Max3D being the eagerly awaited successor to Blitz3D, interest and support died off soon after the source code was released and eventually development came to a halt.

Monkey has a similar syntax to BlitzMax, but instead of compiling direct to assembly code, it translates Monkey source files directly into source code for a chosen language, framework or platform e.g. Windows, Mac OS X, iOS, Android, HTML5, and Adobe Flash.