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Markus Döbele wrote:
> The code I think is not the problem. But I think it is still a lot of work.
> By the way I don't like C too much (we had a C Version once and only
> encountered problems all the time :-( Buffer overflows and all this nice
> stuff is a big problem of this language!)
> Maybe a C Fan is reading this and likes to do it.
> I started as a Assembler Programmer on the Atari ST (68000 Rulez!!!)
> But all this is too much effort. Purebasic has a very syntax and for a basic
> dialect a very good performance.
Well, the code IS the problem. As you see, Nick Rout has already made an ebuild,
but the code is a real problem.
Lets deal with the most obvious problem with not being able to compile your
sourcecode - Archs different than x86. PureBasic seems to be able to compile for
Windows, AmigaOS, and Linux/x86. What about Linux/PPC (Linux on Apple) users?
Theres quite a few of them. They can't run your game without an emulator...
Yes, is pretty low-level, and you have to take care of your own memory... But
coming from an assembler you should be used to this, right?
Anyway, I can perfectly understand your aversion from C...
The "best" languages to write a cross-platform application with are (I'm
probably going to get flamed missing some, but anyway) C, C++, Java, Python, and
Ruling out C (you don't like it), C++ (Too much like C, and we don't need OO
anyway), Java (Too bloody slow), we are left with the interpreted languages,
Python and Perl.
I would suggest Python, as it has a very nice syntax and is quite easy to pick
up. Its slower than asm/c, but it may be faster than you expect.
Overall, I suggest using C and SDL, coupled with a good debugger (gdb is good,
and I hear valgrind is bloody awesome for memory related issues), but if you
decide you don't want it, Python is good too.
Binary packages are fine, but generally considered to be evil.
[Name ] :: [Matan I. Peled ]
[Location ] :: [Israel ]
[Public Key] :: [0xD6F42CA5 ]
[Keyserver ] :: [keyserver.kjsl.com]
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