realbasic-games
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Re: Alternate 3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Alternate 3D
From: Frank Condello <developer at chaoticbox dot com>
Date: Sun, 15 May 2005 18:14:06 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BEAD086A dot 3047%acuipka at statrite dot com>
On 15-May-05, at 5:08 PM, Adam Cuipka wrote:

The fundamental reason I argue that REALBasic cannot compete against the C family, (C, C++, Objective-C), for rendering fast real-time, realistic 3D graphics, is that pointers are not available in REALBasic while they are
fundamental and crucial to the C family.

You're right of course, and REAL Software is aware that this is a problem in general. We've had lengthy discussions on this topic in the past - lookup "vector plugin" in the games NUG archive. What I (and many others) do is simply profile suspect code, and move slow bits into C plugins. Accept things for what they are and use the best tool for the job...

So, unless you change the nature of the beast, REALBasic is not the tool to use to write 3D games capable of competing within the video game market.
If you want hardcore, you have to go hardcore.

Depends what you mean by "video game market"... If you're talking about the high-end FPS shooter market then ya, you might have a few problems keeping up using pure RB code, but if you use plugins where appropriate I don't see why RB couldn't be used for a major product. You may consider plugins "going hardcore" in themselves but I find doing the bulk of the work in RB to be far preferable to doing all of the work in C. You're entitled to your own opinions of course.

Frank.
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