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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