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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!"

3 of 70 comments (clear)

  1. Re:Why by presearch · · Score: 3, Insightful

    Why would anyone need Java when there is C!

  2. AMOS = A Mound Of S**T. by Viewsonic · · Score: 2, Insightful

    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.

  3. Re:C++ Programmer Shaking Head? by American+AC+in+Paris · · Score: 2, Insightful
    The big draw for the Blitz* languages is that you can drastically reduce the amount of time you spend pfutzing around with the code itself. I'm perfectly capable of writing code in C++, but I've found that I really prefer spending my game-making time on other aspects of the task--such as audio, graphics design, and playability twaeaking. Sure, my code isn't as bombproof or fast as it could be if I were to use C++, but these there's little need to squeeze those last few drops of performance out of your system for your typical 2D game. Barring insane sprite-count overkill, you're not going to be stressing modern machines out with a reasonably well-designed Blitz* game. Even a 100% boost in efficiency isn't going to be that big of a deal if the game already runs smoothly on a three-year-old machine. Like any other programming task, the biggest factor is going to be whether or not you know how to program--that is, if you can select efficient algorithms, avoid wasting cycles, and design your app in a streamlined fashion.

    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