View Full Version : whats the best language or library for you to make games?
Daikrys
08-04-2005, 12:18 PM
hi guys,
what do you think is the best programminglanguage for making games?
i think for making 2d games it would be Blitzbasic, GLScene or Omega3D
for 3d games i will use Delphi, OpenGL and Newton/ODE
why you choose your programmlanguage/library?
soniCron
08-04-2005, 12:39 PM
why you choose your programmlanguage/library? I use SDL and OpenGL to interface with platform-specific components. I also rolled my own scripting langauge based off the Lua source to control all in-game actions. All the hard work is done by the engine; the scripts are used to control the behaviors of all the entities in the system. I've also since started using Flash to develop a web game. I appreciate Flash's workflow. It not flawless, but there is a solid foundation that hasn't been trumped by any other content creation package besides Director. Because of this, I have an extremely high productivity rate in Flash and a moderately high productivity rate in my own engine. With the upcoming Flash 8 player we'll be looking at relatively high-performance for simple games and probably see the platform really take off as a viable commercial gaming development toolset.
Even though this type of thread has come up many times before (<cough>search<couch>) ... I'll reply anyway. :D
Popcap Framework & C/C++.
The main reason is proven stability/performance, particularly at making the type of product (i.e. casual games) I'm interested in making.
I went around in circles for a LONG time, trying to decide on which technology to use, never really feeling good about the available options. I realized, after the framework was released, the biggest doubt in my mind was always how well tested/stable/applicable the toolkit/library/etc. was. I was immediately drawn to the framework upon its' release and have not looked back since.
Yes, it would be nice if it had a cleaner API and more documentation (you really have to be familiar with C/C++, and do a lot of code reading and single stepping with a debugger to understand what is going on and way,) but once you get a grip on things, you have the peace-of-mind of knowing your building on a stable foundation and can just get on with the process of game making.
HTH
princec
08-04-2005, 01:42 PM
Ooh what fun! How many posts will it take before it degenerates?
<flameproof pants on>
Java! And my own framework, which is of course better than everyone elses, haha ;) I use it because it's easy, and I'm lazy, and I like the pooter to do all the hard work for me.
</flameproof pants on>
Cas :)
Savant
08-04-2005, 01:59 PM
My current game (Dr.Germ) which I'm trying to get out the door is using Blitz3D. I chose that because it was easy to get something up and running and it sort of took off from there.
I wouldn't say that Blitz3D is the best language, but it serves my needs well enough on this project.
HairyTroll
08-04-2005, 02:02 PM
Java!
Ha. I see your Java and raise you one Lisp. You crazy islander.
Lispworks and C bindings to SDL and SDL_gfx are what I am using. Nothing beats being able to redefine the class definition for an object when it is in use.
Bad Sector
08-04-2005, 04:47 PM
C++, SDL, OpenGL and my own engine and toolset :-)
Robert Cummings
08-04-2005, 05:02 PM
Tried Blitz3D, Torque, Torque2D, C++ / Popcap and blitzmax.
Of them all, I like C++ and blitzmax the best. Both have pro's and cons.
sparkyboy
08-04-2005, 05:06 PM
Princec bite that bleedin' tongue!! ;)
Anyhoo,my choice for the moment is gonna be the DXGAME engine.I may even use Blitz3D somewhere down the line.
For cross platform,I was thinking about purchasing Blitzmax,but guess what....aint gonna happen!!!Why.....'cause I emailed them 3 bleedin' times explaining to them that somewhere/sometime/somehow my password no longer works and I can't log on,and would they be so kind as to email my password to the email address I supplied when I first signed up!!!!!
It's been over a week and nothing,nada!!! :mad: So if anyone from blitz research reads these forums....way to go with customer support!! :p
Therefore,I intend to look into PTK which seems to have a rather good reputation. :)
All the best
Mark.
illume
08-04-2005, 06:18 PM
python, pygame, and pyopengl.
pygame is based on sdl, which is really well tested, stable, and quite performant. With mmx, and altivec blitters.
pygame can use directx 3, or even no directx at all! For ultimate super compatibility on windows. Mac OSX support you ask? Well yes sir, it has been working since the early days of Mac OSX giving it plenty of time to mature.
There's a new pygame release coming up soon, so watch http://pygame.org/ for news. Also check out some of the ad-on libraries which do things like tile maps etc. There are also lots of open source games to learn from(listed on the http://pygame.org/ site).
The best thing since unsliced bread. Look no further. Buy your own steak knives.
revve
08-05-2005, 12:36 AM
I expect a lot of flames about this one, but Torque2D (stay away from Torque Game Engine - the original 3D engine). See http://forums.indiegamer.com/showpost.php?p=52520&postcount=15.
Cross platform, easy to use, you get nice effects, particles, etc.
Disadvantage - it's basically a 3D engine that only does sprites. Your end-user will still need a PC capable of running DirectX/OpenGL
The best language is that one which allows you to reach your goal as fast as possible.
[Minimum system requirements, download size and supported platforms are part of your goal.]
Scripting support will magically make about any language (you're familar with) the "best"* one, because you can reach your goal way faster with the help of some scripting.
[* "best" as in "pretty good"]
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