Twarlex: The Musician Behind the Code

March 02, 2025

 

Twarlex: The Musician Behind the Code

While Twarlex is well known for his contributions to PlayBASIC, particularly the IDE, he is also an accomplished musician. Blending elements of pop, rock, and electronic music, Twarlex has created a unique sound that resonates with fans across genres.

Early Musical Journey

Twarlex’s passion for music runs deep, and his journey as a musician began alongside his work in programming. His early influences range from classic rock to modern electronic and experimental sounds, shaping his signature style that combines melodic hooks, deep storytelling, and intricate production.

Notable Releases

In 2017, Twarlex released his debut album, Alien Pirate, which introduced his eclectic sound to a wider audience. This was followed by Beware of the Leopard in 2019, further refining his fusion of electronic and organic instrumentation. Some of his notable tracks include:

  • “Dance Around the Fire” – A high-energy track that fuses synthwave elements with rock influences.
  • “Damaged Dream Mended” – A reflective piece exploring themes of resilience and transformation.
  • “F.U.B.A.R.” (feat. Nekro G) – A collaboration that blends rap and electronic production into a powerful anthem.
  • Collaborations and Influence

    Twarlex has worked with several artists, expanding his sound and reach. Collaborations include:

  • Kelly Bell on “The More You Live - Let Go”, a reimagining of a classic hit.
  • Sara Savic on “Time”, an emotive electronic ballad.
  • His music explores a range of emotions and themes, from futuristic storytelling to deeply personal reflections.

    A True Creative Force

    Whether through coding or composing, Twarlex brings innovation, passion, and creativity to everything he does. His ability to balance both programming and music is a testament to his artistic versatility and technical skill.

    For more on his music, check out his official website: twarl.xyz


    Twarlex isn’t just a coder or a musician—he’s an artist who brings worlds to life, whether in sound or software.





    Beware Of The Leopard - https://twarl.xyz/


    Twarlex and the Evolution of the PlayBASIC IDE

    When we set out to create PlayBASIC, one of our biggest priorities was making it accessible to new programmers. A powerful yet simple development environment was crucial, and that’s where Twarlex played a pivotal role.

    A Lean and Mean IDE

    In the early days of PlayBASIC’s development (circa 2003/04), Twarlex took over the development of the PlayBASIC IDE. His goal was clear—build a lean, efficient, and easy-to-use programming environment that would make PlayBASIC approachable for beginners. And that’s exactly what he delivered.

    Unlike bloated development environments of the time, the PlayBASIC IDE focused on providing a streamlined interface with essential tools for writing, testing, and debugging PlayBASIC programs. This approach made it easy for newcomers to dive into coding without getting overwhelmed.

    Expanding with Plugins

    Over the years, the IDE evolved alongside PlayBASIC. We built numerous plugins to extend its capabilities, enhancing features like code editing, debugging, and project management. These tools made PlayBASIC a more flexible and robust platform while keeping its core philosophy intact—simplicity and ease of use.

    An Integral Part of PlayBASIC’s Legacy

    Twarlex’s work on the IDE was more than just a technical contribution; it helped define how new programmers interacted with PlayBASIC. His dedication ensured that learning to code in PlayBASIC was an intuitive and enjoyable experience, solidifying its place as a beginner-friendly language for game development.

    His contributions remain an essential part of PlayBASIC’s history, and we’re incredibly grateful for his work in shaping the IDE that so many programmers have used over the years.


    If you’ve ever written a program in PlayBASIC, chances are you’ve benefited from Twarlex’s efforts. Let’s take a moment to appreciate the impact he had on making PlayBASIC what it is today!



    Twarlex- Way Too Soon (official lyric video)



    Timer-Based Movement - Frame Rate Independent Motion Example

    September 26, 2024

     

    Timer-Based Movement - Frame Rate Independent Motion Example

    When developing video games, one of the key challenges is ensuring smooth and consistent movement across different devices and frame rates. A game running on a high-end computer might process frames much faster than one on an older machine. If movement is tied directly to the frame rate, objects will move faster on some systems and slower on others, leading to inconsistent gameplay. To avoid this, we use timer-based movement, also known as frame rate independent motion.

    This PlayBASIC code snippet shows how to make moving objects (balls) in a game move independently of the frame rate. This means the movement remains smooth and consistent regardless of how fast or slow the game runs. This is achieved by using timers to calculate the position of each ball based on elapsed time rather than relying on the game’s frame rate.

    How It Works

    1. Setting Frame Rate Goals

    The program sets a target frame rate of 50 frames per second (FPS) and calculates how many milliseconds each frame should last:

    1000 / 50 = 20ms per frame

    This helps standardize movement calculations.

    2. Ball Setup

    The balls are defined using a custom type (`tBALL`), which includes:

  • Position (`X`, `Y`) – The current coordinates of the ball.
  • Size – The radius of the ball.
  • Color – A randomly assigned color.
  • Speed – The movement speed of the ball.
  • Direction – The angle at which the ball moves.
  • Start Time – The timestamp when the ball was created.
  • 3. Adding Balls

    New balls are randomly generated within the display area. Every 50 milliseconds, multiple new balls are added with:

  • Random positions within the screen’s width and height.
  • Random sizes and colors for variety.
  • Random movement speeds and directions to create dynamic movement.
  • 4. Moving the Balls

    Each ball's movement is updated based on the elapsed time since its creation:

    1. 1. Calculate elapsed time – Determine how long the ball has existed.
    2. 2. Compute the distance traveled – Using the formula:
    3.    Distance = (Speed / Frame Rate Milliseconds) * Elapsed Time
    1. 3. Update position – The ball moves based on its speed, direction, and the elapsed time using trigonometric calculations:
    2. X = OriginX + cos(Direction) * Distance
      Y = OriginY + sin(Direction) * Distance

    This movement is frame rate independent, meaning the speed is consistent even if the frame rate fluctuates.

    5. Rendering and Removal

  • Each ball is drawn at its updated position.
  • If a ball moves outside the screen, it is removed from the list.
  • 6. Display Information

    The program also provides real-time feedback by displaying:

  • Total number of active balls
  • Current frames per second (FPS)
  • Why Timer-Based Movement Matters

    Many games rely on frame-dependent movement, where objects move a fixed amount per frame. This can cause issues:

  • If the frame rate drops, movement appears slower.
  • If the frame rate increases, movement appears faster.
  • By using time-based calculations, the movement remains consistent, making the game perform smoothly across different hardware and performance conditions.

    This technique is essential for modern game development, ensuring a better player experience by maintaining consistent motion no matter the frame rate.



    Source Code Example:


    // Set our users ideal frames per second rate
    Frame_RATE# = 50
    
    // Ticks per frame
    Frame_RATE_MILLISECOND_PER_FRAME# = 1000.0/Frame_RATE#
    
    
    Type tBALL
    		X#
    		Y#
    		Size
    		Colour
    		Speed#
    		Direction#
    		StartTime
    EndType
    
    Dim Ball as TBall List
    
    CurrentTime = timer() and $7fffffff
    
    
    SurfaceWidth = GetSurfaceWidth()
    SurfaceHeight = GetSurfaceHeight()
    
    Do
    
    	Cls
    
    	CurrentTime= Timer() and $7fffffff
    
    	//  Randomly Add more balls to the scene
    	if Add_Balls < CurrentTime
    
    		for lp =1 to rndrange(100,500)
    			Ball        = new tBall
    			Ball.x      = rndrange(100,SurfaceWidth-100)
    			Ball.y      = rndrange(100,SurfaceHeight-100)
    			Ball.size   = rndrange(10,20)
    			Ball.Colour = rndrgb()
    			Ball.Speed  = rndrange#(1, 5)
    			Ball.Direction= rnd#(360)
    			Ball.StartTime= CurrentTime
    		next
    		Add_Balls=CurrentTime+50
    	endif
    
    	//  Draw Balls
    	lockbuffer
    	For each Ball()
    
    		// How long as this ball been alive
    		// and move in this direction?
    		ElapsedTime = CurrentTime-Ball.StartTime
    
    		// compute how far this ball have
    		//  moved since creation
    		Dist# = (Ball.Speed /Frame_RATE_MILLISECOND_PER_FRAME#)
    		Dist#*= ElapsedTime
    
    		//  Compute the moved position from
    		// it's origin point
    		x#=Ball.x+cos(ball.direction)*Dist#
    		y#=Ball.y+sin(ball.direction)*Dist#
    
    
    		//  Get size of this ball
    		Size=ball.size
    
    		// check if the ball is on screen or not ?
    		// if not; delete it from the list
    		if x#<(-size) or x#>(SurfaceWidth+size)_
    			or y#<(-ball.size) or y#>(SurfaceHeight+size)
    				Ball=null
    				continue
    		endif
    
    		// draw the ball since it's still visible
    		circlec x#,Y#,size,true,ball.colour
    
    	Next
    	unlockbuffer
    
    	text 10,10,"Balls #"+str$(GetListSize(Ball()))
    	text 10,20,"  Fps #" +str$(fps())
    
    	sync
    
    Loop spacekey()





    By implementing these principles in your PlayBASIC projects, you'll create games that feel polished and professional, no matter the hardware they're running on!

    Improving the Performance of the Classic Bubble Sort Algorithm

    May 16, 2022

     

    Sorting algorithms are a crucial part of programming, and choosing the right one for your data is essential for optimal performance. However, even simple algorithms like Bubble Sort can be improved to handle larger datasets more efficiently. In this post, we’ll explore a few ways to optimize the classic Bubble Sort algorithm, using a PlayBASIC example to demonstrate the improvements.

    Understanding Bubble Sort

    Bubble Sort is one of the most commonly taught sorting algorithms in programming. It’s simple to understand but can be slow for large datasets. The concept is straightforward: you iterate through the data, comparing adjacent elements, and swap them if they are in the wrong order. The process repeats until no swaps are necessary, meaning the array is sorted.

    The key flaw of Bubble Sort is that it’s an "n-squared" algorithm, meaning its performance degrades rapidly as the number of elements in the array increases. Despite this, there are still a few optimizations we can apply to make it faster in certain situations.

    Optimizing Bubble Sort

    While Bubble Sort will never be the fastest sorting algorithm, there are ways to make it more efficient for specific datasets. Below are a couple of key improvements that can help speed up the process.

    1. Reduce the Set Size After Each Pass

    One improvement involves reducing the size of the array that’s being processed after each pass. As each pass moves the largest remaining element to the end of the array, you don’t need to check it again in subsequent passes. By decreasing the range of elements to check after each pass, you can reduce unnecessary comparisons and speed up the sorting process.

    2. Bi-directional Bubble Sort

    Instead of only iterating left to right, the Bi-directional Bubble Sort (also known as Cocktail Shaker Sort) goes through the array in both directions. The first pass moves the largest element to the end of the array (just like the classic version), but the next pass moves the smallest element to the beginning of the array. By alternating directions, this approach can reduce the number of passes needed to sort the data.

    Example Code in PlayBASIC

    Here’s an example implementation of these optimizations in PlayBASIC, which demonstrates the classic Bubble Sort alongside the faster variants:


    loadfont "Courier New", 1, 24
    
    MaxItems = 500
    DIM Table(MaxItems)
    DIM Stats#(10, 5)
    
    DO
        Cls
    
        inc frames
        Seed = Timer()
    
        Test = 1
    
        SeedTable(Seed, MaxItems)
        StartInterval(0)
        ClassicBubbleSort(MaxItems)
        tt1 +  = EndInterval(0)
        test = Results("Classic Bubble Sort:", Test, MaxItems, Tt1, Frames)
    
    
    
        SeedTable(Seed, MaxItems)
        StartInterval(0)
        ClassicBubbleSortFaster(MaxItems)
        tt2 +  = EndInterval(0)
        test = Results("Classic Bubble Sort Faster:", Test, MaxItems, TT2, Frames)
    
    
        SeedTable(Seed, MaxItems)
        StartInterval(0)
        BiDirectionalBubbleSort(MaxItems)
        tt3 +  = EndInterval(0)
        test = Results("BiDirectional Bubble Sort:", Test, MaxItems, Tt3, Frames)
    
    
        Sync
    
        REPEAT
        UNTIL enterkey() = 0
    
    LOOP
    
    
    FUNCTION ShowTable(items)
    
        t$ = ""
        n = 0
        FOR lp = 0 to items
            T$ = t$ + str$(table(lp)) + ", "
            inc n
            IF n > 10
                t$ = Left$(t$, Len(t$) - 1)
                print t$
                t$ = ""
                n = 0
            ENDIF
    
        NEXT lp
    
        IF t$ <  > "" THEN print Left$(t$, Len(t$) - 1)
    
    ENDFUNCTION
    
    
    FUNCTION SeedTable(Seed, Items)
        Randomize seed
        FOR lp = 0 to Items
            Table(lp) = Rnd(32000)
        NEXT lp
    ENDFUNCTION
    
    
    FUNCTION ValidateTable(Items)
        result = 0
        FOR lp = 0 to items - 1
            IF Table(lp) > Table(lp + 1)
                result = 1
                exit
            ENDIF
        NEXT lp
    ENDFUNCTION Result
    
    
    
    FUNCTION Results(Name$, index, Items, Time, Frames)
        ` Total Time
        Time = Time / 1000
        Stats#(index, 1) = Stats#(index, 1) + time
    
        print "Sort Type:" + name$
        print "Total Time:" + str$(Stats#(index, 1))
        print "Average Time:" + str$(Stats#(index, 1) / frames)
    
        IF ValidateTable(Items) = 0
            Print "Array Sorted"
            ELSE
            print "NOT SORTED - ERROR"
        ENDIF
        print ""
    
        inc index
    
    ENDFUNCTION index
    
    
    
    
    FUNCTION ClassicBubbleSort(Items)
        Flag = 0
        REPEAT
            Done = 0
            FOR lp = 0 to items - 1
                IF Table(lp) > Table(lp + 1)
                    done = 1
                    t = Table(lp)
                    Table(lp) = Table(lp + 1)
                    Table(lp + 1) = t
                ENDIF
            NEXT lp
        UNTIL done = 0
    ENDFUNCTION
    
    
    
    FUNCTION ClassicBubbleSortFaster(Items)
        Flag = 0
        REPEAT
            Done = 0
            dec items
            FOR lp = 0 to items
                IF Table(lp) > Table(lp + 1)
                    done = 1
                    t = Table(lp)
                    Table(lp) = Table(lp + 1)
                    Table(lp + 1) = t
                ENDIF
            NEXT lp
        UNTIL done = 0
    ENDFUNCTION
    
    
    FUNCTION BiDirectionalBubbleSort(Items)
        First = 0
        Last = Items
    
        REPEAT
            Done = 0
            dec Last
            FOR lp = First to Last
                V = Table(lp + 1)
                IF Table(lp) > V
                    done = 1
                    Table(lp + 1) = Table(lp)
                    Table(lp) = v
                ENDIF
            NEXT lp
    
            IF Done = 1
                Done = 0
                inc First
                FOR lp = Last to First step - 1
                    V = Table(lp - 1)
                    IF V > Table(lp)
                        Done = 1
                        Table(lp - 1) = Table(lp)
                        Table(lp) = v
                    ENDIF
                NEXT lp
            ENDIF
        UNTIL Done = 0
    ENDFUNCTION

    Explanation of the Code

  • Table Initialization: We start by defining an array (`Table`) and filling it with random numbers using the `SeedTable` function.
  • Sorting Functions: Three sorting functions are defined:
  • - `ClassicBubbleSort`: The traditional Bubble Sort that compares adjacent elements and swaps them.

    - `ClassicBubbleSortFaster`: This is an optimized version of the classic algorithm where we reduce the set size after each pass.

    - `BiDirectionalBubbleSort`: This method sorts the array by alternating the direction of passes, improving performance.

  • Performance Tracking: The sorting times are tracked using `StartInterval` and `EndInterval`, allowing us to compare the performance of each sorting method.
  • Results and Performance

    After running the sorting methods, we display the results, including the total time taken and the average time per frame. We also validate that the array is correctly sorted at the end of each method.

    The results can vary depending on the size of the dataset, but in most cases, the optimized versions of Bubble Sort will show significant performance improvements compared to the classic method.

    Final Thoughts

    While Bubble Sort is not the most efficient sorting algorithm, these optimizations provide a good demonstration of how you can improve its performance in certain scenarios. Reducing the size of the set and implementing bi-directional sorting can make the classic Bubble Sort more practical for moderate-sized datasets.

    However, if you’re dealing with larger datasets, it’s often better to use more advanced sorting algorithms like Merge Sort or Quick Sort, which offer much better performance.

    As always, the key takeaway is that sorting is situational, and selecting the right algorithm for your data is essential. These optimizations are not a silver bullet but can provide useful improvements in the right circumstances.

    Have Fun with Sorting!

    Sorting is a fundamental concept in computer science, and experimenting with different algorithms and optimizations can help you understand how they work. Feel free to try out these optimizations in your own projects and see how they perform with your data!

    Links:

  • PlayBASIC,com
  • Learn to basic game programming (on Amazon)
  • Learn to code for beginners (on Amazon)