October 28, 2020, 11:32:40 PM

Author Topic: Thank you so much for bringing back BlitzMax  (Read 410 times)

Offline mrgoober

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  • Posts: 2
Thank you so much for bringing back BlitzMax
« on: January 30, 2020, 07:25:24 AM »

I loved using this engine way back in like 2009.

I found it to be one of the simplest and yet most versatile languages I've
ever known. I loved working on games with it and also enjoyed that there were
cross-compatible Linux versions as well.

Development for the project sort of died out before it went open source.
I had since started using other engines and languages because of the poor
Linux support (so many outdated libraries at the time). However, I found out
about this site and downloaded BlitzMax for Linux about three months ago.

Since then I've been active working on a project in BlitzMax and I am so happy
to know that the Linux compatibility is as good as it should be. Sure, I have
to download some library packages. This is pretty standard for Linux. My
game runs perfectly on both Windows and Linux, and the code is exactly the same
on both platforms, with the exception of a conditional compiling line if I
happen to want to use ALSA as my sound driver instead of PulseAudio. The former
will cause a 3 second hang before the program closes, but it gives me zero
lag with sound output. PulseAudio on the other hand is notorious for having
a lot of lag with sound output. I don't blame BlitzMax for this.

I just wanted to let Brucey know that I am so appreciative of his work on
extending BlitzMax to the NG edition and keeping it up to date with modern
operating systems. I cannot thank him enough for bringing such a great engine
back from the dead.


P.S.: I added some screenshots of my current project, but they are outdated.

Offline Derron

  • Hero Member
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  • Posts: 3237
Re: Thank you so much for bringing back BlitzMax
« Reply #1 on: January 30, 2020, 06:32:59 PM »
That audio lag... If you used latest maxmods (vanilla) or current NG this should not happen ... I changed that many months ago.

What? There was a timer waiting in too big intervals for the sound backend to finish closing connection to the app.
I changed it...and I think Brucey did the same but with some different code approach.

With most recent NG you could use audio.soloud which has streamed audio support.



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