video game programming languages

Started by zelda64bit, February 03, 2023, 20:34:03

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Amon

I think what defines a Game Programming Language from just a normal Language are the utility functions that come with it. Collision commands, sprite commands, sound/music/math etc. In normal languages you have to write these yourself and if you can't then you are stuck. A Game programming Language is designed with all the necessities to get you quickly going and beginning your game.

lucidapogee

Quote from: Amon. on February 10, 2023, 04:38:37
I think what defines a Game Programming Language from just a normal Language are the utility functions that come with it. Collision commands, sprite commands, sound/music/math etc. In normal languages you have to write these yourself and if you can't then you are stuck. A Game programming Language is designed with all the necessities to get you quickly going and beginning your game.

I agree. C++ wouldn't be very good for games without libraries. BlitzBasic needs no libraries to be awesome.

Blitz2D and Plus may still be a better choice for non 3D programs as they compile smaller. Emergence BASIC is great for me as it has the best of both worlds between game and utility programming. And it compiles starting at less than 50kb.
Ebox Thin Client with Windows 95
EEE PC 701SD with Windows XP
Atari 1040STFM with GEM/TOS
Playstation 2 with FreeMcBoot Yabasic
Keyboard Famiclones with GBasic and FBasic
Xerox Sunrise 1800 with MSBasic and CP/M

Matty

I still use Blitz3d for 3d games and utilities, but for anything 2d I use the languages I mentioned earlier (Java, Javascript and C#/SDL2).  Although you are correct that game oriented languages typically have useful functions for graphics and sound - once you've built your own system for one of the languages I mentioned that used a library for those features then you never need to write it again, mostly and can just reuse the same code over and over. At least for 2d systems anyway.