BlitzMax released for Mac OS X
Junks Jerzey writes "The long awaited long suspected-to-be-vaporware BlitzMax game programming language has been released for Mac OS X. Linux and Windows versions are set to follow "soon," making this a truly cross-platform, OpenGL-based game development system. Don't be scared by the BASIC monicker: this is a modular programming language that lets you get under the hood if you want, but also includes OOP support and higher-level features. But of course C++ game programmers will still shake their heads in a puzzled fashion, ignoring all the amazing games written by hobbyist programmers. If nothing else, write a cross-platform OpenGL demo in ten lines of code!"
Why would anyone need Java when there is C!
There was a reason it was called that! But to be serious, these "BASIC" languages are VERY specialized to the point of coding in them pumped out really great performance with very little work. It probably wont be the next language to create Duke Nukem Forever (Well, maybe it will!!), but for one man teams/hobbiests who want to make simple games, shareware or otherwise, they would be very happy with these types of compilers.
Speaking as a fan of Blitz3D (and yes, I've used AMOS and Blitz leaves it for dead), this is great news for hobby and semi-pro game developers.
Note that while Blitz3D has extensive Windows functionality, BlitzMax does not yet match this. It is the beginning of a more modern architecture for the Blitz product line.
The online documentation is a little bit ugly, but it's all html so (a) producing your own printed version shouldn't be too difficult, and (b) if you want to reformat it to your own taste, you can and it's easy.
But of course C++ game programmers will still shake their heads in a puzzled fashion, ignoring all the amazing games written by hobbyist programmers.
Please. Hobbyist programmers are more than capable of learning C++. If the platform has merit, fine, it's just another tool in the box. If it doesn't, don't write off criticism as snobbery.
Look at it this way: programming is but one of many, many facets of building a game. If the programming aspect is what you most enjoy, then by all means, you should use C++. If, on the other hand, you just want the code to be done so you can focus on other aspects, Blitz* is an excellent way to get there.
I've got the coding background, but to be honest, I'm becoming less and less interested in the code itself. Or rather, I've lost interest in the minutae; I still enjoy the broader matters of overall application design, but I don't really get a kick out of churning out line after line of code. I've come to realize that I'm more than happy to take a loss on performance and flexibility to be able to just churn things out; I've ceased caring about the ins-and-outs of initializing the graphics driver. It's interesting and important stuff, but it isn't what interests me. That's where Blitz* comes in handy--it's a happy medium between mindless click 'n' drool RAD game construction kits and hardcore C++.
It's not just about the right tool for the job--it's also about the right tool for the worker, especially when you're writing games as a hobby.
Obliteracy: Words with explosions