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	<title>Comments on: &#8220;BlitzMax Is Not a Real Coding Language, Only C++ Is Fast Enough&#8221;</title>
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	<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/</link>
	<description>I&#039;m baking games. Indie style.</description>
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		<title>By: Bart Fernhout</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-146917</link>
		<dc:creator>Bart Fernhout</dc:creator>
		<pubDate>Mon, 28 Nov 2011 22:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-146917</guid>
		<description>You know what.....
Last year i was at EA games. They where busy with a game. Can&#039;t tell the name(Cause i did not remember it). But they testing a lot of things for the program. Using a lot of free programming tools and editing 3D tools. 
Using Blender3D, Blitzmax,GNU C++ and Visual basic the free version. All of that to test the game. On my question of the use of that. The awnser was straith simple. The blender is a fast and easy program to make fast low poly 3D, Blitzmax was used for programming the game enigine. And because blitzmax is not system depended. So when they had an idea they test is on different machines. To see how it work. GNU C++ is used to bring the code from blitzmax. So other machine can programmed to. 

The nce part is that is all is working fine and the code that is written is working perfectly they don&#039;t change it. But compile it to make it a bin file.
If for some reason the test is good but timing is a problem then the more expencive stuff is comming. Good programmers tools.
And even than it can happend that is gives not the timing they want.

In a last resource they grab also back on Assemble programming. Cause ther they can make the code in a way they want it. 

So to make the argument bigger. I know for sure that EA-Games also use the so called lesser tools. 

The differend with the guys who are working there is easy. Like me i do programming in BlitzMAx and i like it. For me its the fasted way to get things done. For them its like writting a basic source code, only its C++. The knoulleged they have is bigger than we have. 

And they have a acces to libs we are dreaming of. A lot of code is premade there because a lot of games can use the same gameengine.

To make a overall conclusion. 
That what make you easy to work with you use. If that is C++ its yours. If you like to work in a basic  programme its also yours. 

A soon as the compiler done his work finaly the speed of the code is the same. only the way the compiler made it, is the speed of the game.</description>
		<content:encoded><![CDATA[<p>You know what&#8230;..<br />
Last year i was at EA games. They where busy with a game. Can&#8217;t tell the name(Cause i did not remember it). But they testing a lot of things for the program. Using a lot of free programming tools and editing 3D tools.<br />
Using Blender3D, Blitzmax,GNU C++ and Visual basic the free version. All of that to test the game. On my question of the use of that. The awnser was straith simple. The blender is a fast and easy program to make fast low poly 3D, Blitzmax was used for programming the game enigine. And because blitzmax is not system depended. So when they had an idea they test is on different machines. To see how it work. GNU C++ is used to bring the code from blitzmax. So other machine can programmed to. </p>
<p>The nce part is that is all is working fine and the code that is written is working perfectly they don&#8217;t change it. But compile it to make it a bin file.<br />
If for some reason the test is good but timing is a problem then the more expencive stuff is comming. Good programmers tools.<br />
And even than it can happend that is gives not the timing they want.</p>
<p>In a last resource they grab also back on Assemble programming. Cause ther they can make the code in a way they want it. </p>
<p>So to make the argument bigger. I know for sure that EA-Games also use the so called lesser tools. </p>
<p>The differend with the guys who are working there is easy. Like me i do programming in BlitzMAx and i like it. For me its the fasted way to get things done. For them its like writting a basic source code, only its C++. The knoulleged they have is bigger than we have. </p>
<p>And they have a acces to libs we are dreaming of. A lot of code is premade there because a lot of games can use the same gameengine.</p>
<p>To make a overall conclusion.<br />
That what make you easy to work with you use. If that is C++ its yours. If you like to work in a basic  programme its also yours. </p>
<p>A soon as the compiler done his work finaly the speed of the code is the same. only the way the compiler made it, is the speed of the game.</p>
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		<title>By: Anonymous</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-146208</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 11 Aug 2011 08:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-146208</guid>
		<description>Always depends on your project. BlitxMax is good for small 2D game projects. Using C++ for that purpose is overkill.</description>
		<content:encoded><![CDATA[<p>Always depends on your project. BlitxMax is good for small 2D game projects. Using C++ for that purpose is overkill.</p>
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		<title>By: Roman Budzowski</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-143921</link>
		<dc:creator>Roman Budzowski</dc:creator>
		<pubDate>Fri, 04 Feb 2011 12:12:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-143921</guid>
		<description>&quot;in a real games company&quot; :D

Which company is more real - the one that makes a game that is played by over 50 million customers or the one that is played by 10 millions? Angry Birds vs top selling console games.

There&#039;s no such thing like &quot;real games company&quot;... we all create games, though for different audiences. 

@Juuso: Funny to read it after over 6 months, but it looks like BFG is taking a step back from Facebook and social games (last Casual Connect Kiev presentation by Paul Thelen).</description>
		<content:encoded><![CDATA[<p>&#8220;in a real games company&#8221; :D</p>
<p>Which company is more real &#8211; the one that makes a game that is played by over 50 million customers or the one that is played by 10 millions? Angry Birds vs top selling console games.</p>
<p>There&#8217;s no such thing like &#8220;real games company&#8221;&#8230; we all create games, though for different audiences. </p>
<p>@Juuso: Funny to read it after over 6 months, but it looks like BFG is taking a step back from Facebook and social games (last Casual Connect Kiev presentation by Paul Thelen).</p>
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		<title>By: Annika</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-143674</link>
		<dc:creator>Annika</dc:creator>
		<pubDate>Mon, 17 Jan 2011 21:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-143674</guid>
		<description>When the C++ Priests come with they mass libs and stuff, you can just answer that you can use all that libs with blitzmax aswell, so all c++ got left as difference to blitz is the very ugly syntax</description>
		<content:encoded><![CDATA[<p>When the C++ Priests come with they mass libs and stuff, you can just answer that you can use all that libs with blitzmax aswell, so all c++ got left as difference to blitz is the very ugly syntax</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-142787</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Sun, 14 Nov 2010 20:21:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-142787</guid>
		<description>@yeueye: that&#039;s cool to hear. I&#039;m one of those chaps who just cannot understand all the c++ pointer-whatnot fancy stuff. The stuff that real programmers use. Therefore I use blitzmax, which is blizing fun &amp; cool and all... and gets the job done.

Cool that you like it.</description>
		<content:encoded><![CDATA[<p>@yeueye: that&#8217;s cool to hear. I&#8217;m one of those chaps who just cannot understand all the c++ pointer-whatnot fancy stuff. The stuff that real programmers use. Therefore I use blitzmax, which is blizing fun &#038; cool and all&#8230; and gets the job done.</p>
<p>Cool that you like it.</p>
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		<title>By: yeueye</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-142771</link>
		<dc:creator>yeueye</dc:creator>
		<pubDate>Fri, 12 Nov 2010 15:00:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-142771</guid>
		<description>Just wanted to let you know I tried Blitz because of this post.

Long time C/C++ developer here.  22 years or so with C, 10 years assembly and pascal before that.  I am just absolutely blown away by Blitz&#039;s ease of use.  My main reason for trying it was because of portability but it has all the features I need.</description>
		<content:encoded><![CDATA[<p>Just wanted to let you know I tried Blitz because of this post.</p>
<p>Long time C/C++ developer here.  22 years or so with C, 10 years assembly and pascal before that.  I am just absolutely blown away by Blitz&#8217;s ease of use.  My main reason for trying it was because of portability but it has all the features I need.</p>
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		<title>By: dare to be stupid</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-141257</link>
		<dc:creator>dare to be stupid</dc:creator>
		<pubDate>Wed, 14 Jul 2010 23:43:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-141257</guid>
		<description>The old C++ is better than any language argument. Simple answer,

 No C is not better than any other language out there. C++ is the fastest, (well assembly is but you&#039;ll pull your hair out fixing bugs before your first animation is properly programmed). 

But most of you are right, if your working for a large Game company you&#039;re going to have to know it.

 But then again the game company will have their own Game engines,sound effects generators and art libraries so most of the hard code is waiting there for you to tap into.

  But if your a lone wolf programmer looking to write a Castlevania like game,some cool looking dare I say it Star Raiders clone (ol&#039; skool), or the next Zuma ripoff then Blitzmax, Purebasic, or even Blitz basic 3D and Dark Basic pro will allow you to quickly finish a game that in C++ , on your own, will take months if not years. 

 And lastly, most of the guys programming alone that I know, that brag about using C++, haven&#039;t even gotten past the demo screen phase of their games (with simple sound effect maybe). C++ is a powerful language, but its also a beast to work in alone. But if taming beasts is fun for you, go for it.</description>
		<content:encoded><![CDATA[<p>The old C++ is better than any language argument. Simple answer,</p>
<p> No C is not better than any other language out there. C++ is the fastest, (well assembly is but you&#8217;ll pull your hair out fixing bugs before your first animation is properly programmed). </p>
<p>But most of you are right, if your working for a large Game company you&#8217;re going to have to know it.</p>
<p> But then again the game company will have their own Game engines,sound effects generators and art libraries so most of the hard code is waiting there for you to tap into.</p>
<p>  But if your a lone wolf programmer looking to write a Castlevania like game,some cool looking dare I say it Star Raiders clone (ol&#8217; skool), or the next Zuma ripoff then Blitzmax, Purebasic, or even Blitz basic 3D and Dark Basic pro will allow you to quickly finish a game that in C++ , on your own, will take months if not years. </p>
<p> And lastly, most of the guys programming alone that I know, that brag about using C++, haven&#8217;t even gotten past the demo screen phase of their games (with simple sound effect maybe). C++ is a powerful language, but its also a beast to work in alone. But if taming beasts is fun for you, go for it.</p>
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		<title>By: Allan Rowntree</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-140958</link>
		<dc:creator>Allan Rowntree</dc:creator>
		<pubDate>Wed, 23 Jun 2010 17:54:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-140958</guid>
		<description>I think the emphasis seems to be moving towards multi-platform/social gaming and it&#039;s the middle ware that enables the flexibility to develope once and support multiple platforms.

BlitzMax is a great language.

But with free middleware/development tools like Unity and others that allow quick development, cross platform capabilities and a choice of scripting languages, game development is changing rapidly.

In the end it should be a case of choosing the right tool for the right job, admittebly something that will only come with experience or in my case depend on budget ;o)!</description>
		<content:encoded><![CDATA[<p>I think the emphasis seems to be moving towards multi-platform/social gaming and it&#8217;s the middle ware that enables the flexibility to develope once and support multiple platforms.</p>
<p>BlitzMax is a great language.</p>
<p>But with free middleware/development tools like Unity and others that allow quick development, cross platform capabilities and a choice of scripting languages, game development is changing rapidly.</p>
<p>In the end it should be a case of choosing the right tool for the right job, admittebly something that will only come with experience or in my case depend on budget ;o)!</p>
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		<title>By: wazoo</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-140927</link>
		<dc:creator>wazoo</dc:creator>
		<pubDate>Mon, 21 Jun 2010 14:23:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-140927</guid>
		<description>any game programming is like sex though; we all have the same tools, the difference is how we use them.

A better determining factor might be to start at the top and work your way down. (no not about sex, but games).

In other words what&#039;s your &quot;final vision&quot;. If you&#039;re aiming to make a game on the iPhone, your language is already chosen.

(No I&#039;m no fanboi, just making an example).

The hundreds of libraries and toolkits available is a fantastic thing for game development but also can be the biggest road to your ruin. Many a day has been lost in my lifetime of &quot;tech jumping&quot; as my brain convinces me that there was a secret language out there that would make all my dreams come true if only I gave it a chance..

Damn...it really IS like sex!</description>
		<content:encoded><![CDATA[<p>any game programming is like sex though; we all have the same tools, the difference is how we use them.</p>
<p>A better determining factor might be to start at the top and work your way down. (no not about sex, but games).</p>
<p>In other words what&#8217;s your &#8220;final vision&#8221;. If you&#8217;re aiming to make a game on the iPhone, your language is already chosen.</p>
<p>(No I&#8217;m no fanboi, just making an example).</p>
<p>The hundreds of libraries and toolkits available is a fantastic thing for game development but also can be the biggest road to your ruin. Many a day has been lost in my lifetime of &#8220;tech jumping&#8221; as my brain convinces me that there was a secret language out there that would make all my dreams come true if only I gave it a chance..</p>
<p>Damn&#8230;it really IS like sex!</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2010/06/18/blitzmax-is-not-a-real-coding-language-only-c-is-fast-enough/comment-page-1/#comment-140903</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Sun, 20 Jun 2010 17:20:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4710#comment-140903</guid>
		<description>@Jamie Woodhouse: C# (XNA) is required for XBLIG but C++ is required for XBLA.

BlitzMax is built on C++.  It&#039;s an easy to use OO Basic that is also capable of lot of advanced stuff.  It handles the low level stuff for you via its C++ foundation, probably in a better way than most people could code it themselves in C++ anyway.  It&#039;s very fast because everything is compiled using GCC but it&#039;s good for rapid game development due to the easy to use language, comprehensive game related functions, and garbage collection amongst other things. Currently it&#039;s only 2D unless you plug in a 3rd party 3D module which is why it&#039;s mainly used for casual and Indie games.</description>
		<content:encoded><![CDATA[<p>@Jamie Woodhouse: C# (XNA) is required for XBLIG but C++ is required for XBLA.</p>
<p>BlitzMax is built on C++.  It&#8217;s an easy to use OO Basic that is also capable of lot of advanced stuff.  It handles the low level stuff for you via its C++ foundation, probably in a better way than most people could code it themselves in C++ anyway.  It&#8217;s very fast because everything is compiled using GCC but it&#8217;s good for rapid game development due to the easy to use language, comprehensive game related functions, and garbage collection amongst other things. Currently it&#8217;s only 2D unless you plug in a 3rd party 3D module which is why it&#8217;s mainly used for casual and Indie games.</p>
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