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Solar
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PostPosted: Tue May 27, 2003 6:30 pm    Post subject: The best language? [quote]

Personally, I prefer the python/perl combo, but what is your favorite programming language to write rpg's? And why?

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DarkDread
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Joined: 28 May 2002
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PostPosted: Tue May 27, 2003 6:49 pm    Post subject: [quote]

Qbasic!

...no, seriously. It's such a small and limited language, that half the fun is all the optimization, and seeing how much you can squeeze out of it.

I enjoy small, and limited platforms (s'probably why I have a blast with mophun, as well)... so I think qb is perfect for that. Plus, being a high level language, there's usually a lot less to do, when it comes to the actual code... and finally, being DOS based, makes it easier to code for, than windoze or *nix.

Other than that, python/*nix is a nice lang/environment combo. I don't like coding python under windoze for some reason, but gimmie an X console, and vim, and I'm there.
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Bjorn
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Joined: 29 May 2002
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PostPosted: Tue May 27, 2003 7:26 pm    Post subject: [quote]

My preference goes to coding an engine with the basics in C++, because that's fast and because of the large amount of libraries available for C/C++. Most of the game's implementation however, I'll put in scripts. I do not know what would be the best scripting language, as I've only tried SeeR and Lua (and read about ICI). Lua is quite satisfactory, but I think I'd like something more object oriented, like maybe ICI. But then again, that language looks a lot more complicated than Lua.
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Modanung
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Joined: 20 Jun 2002
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Location: The Netherlands

PostPosted: Tue May 27, 2003 7:32 pm    Post subject: [quote]

I don't get people who mostly use QB, most of them are good prgrammers... they could do so much more with other languages, and a higher FPS count (Syn 9's Oblivion).
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BigManJones
Scholar


Joined: 22 Mar 2003
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PostPosted: Wed May 28, 2003 1:21 am    Post subject: [quote]

I would say c++ and either allegro or SDL for the lib. I have a real love/hate relationship with c++ though. I hate having to jury-rig my files to allow objects to contain references of each other (like haveing the CMap contain a CPlayer and vice versa). I just don't want to deal with that kind of detail.

I was looking into D which compiles to a native exe and has syntax/oop just like java (almost) plus SDL works with it. It doesn't seem to be under active developement anymore though :(
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ThousandKnives
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Joined: 17 May 2003
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PostPosted: Wed May 28, 2003 1:38 am    Post subject: [quote]

I think that the "best" language is just whatever you are most comfortable/capable with.

Personally, I stick to C. Most of the benefit of the object-orientedness of C++ only shines when you are working on a group project. Since I work alone, it is pretty much a giant steaming wad of useless overhead. I use fucntion overloading and whatnot from C++ though.

Besides, I dont know Basic or QB or any of that nonsense.

For an API I like DirectX, but thats purely based upon experience and comfort.
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Wed May 28, 2003 2:06 am    Post subject: [quote]

Quote:
[LUA] but I think I'd like something more object oriented


Yes, thats probably my biggest complaint with LUA, having to fudge together makeshift classes using tables & functions. But I guess the lack of classes is intentional to keep the language as simple and extensible as possible. As I said, you can fudge object orientation in LUA. The implementation may not be as elegant as in C/C++, but it does the job.

It'll just be nice when you can do a search on "LUA Tutorials" on Google and get some decent results. At the moment there doesn't seem to be much in the way of decent documentation on the language.
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akOOma
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Joined: 20 Jun 2002
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PostPosted: Wed May 28, 2003 11:29 am    Post subject: [quote]

ThousandKnives wrote:
I think that the "best" language is just whatever you are most comfortable/capable with.


That's right!!!

I like codin' in QB and C(++) very much

I think it would be interesting to code a well-workin' RPG in a web-language like PHP/CGI...it's possible (there are several graphic libraries for PHP I know)....have a look at http://phprpg.org/
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DrunkenCoder
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PostPosted: Wed May 28, 2003 12:20 pm    Post subject: [quote]

well C/C++ is my poision.. and no they're not the same
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akOOma
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PostPosted: Wed May 28, 2003 4:54 pm    Post subject: [quote]

Who did say that C and C++ are the same codin' languages???
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DrunkenCoder
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PostPosted: Wed May 28, 2003 4:59 pm    Post subject: [quote]

akOOma wrote:
Who did say that C and C++ are the same codin' languages???


noone have... yet... it's just such a spread missconecption that
I out of old habit always state that they're diffrent languages
whenever the language debate starts.

People just to often say "C++ is just C with classes"... hate it when
people do that
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Bjorn
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Joined: 29 May 2002
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PostPosted: Wed May 28, 2003 6:55 pm    Post subject: [quote]

Well, basically....


;-)


About Lua, I agree about the lack of decent tutorials. The LuaUsers Wiki comes a long way though. But it took me rather long to find out class inheritance in Lua was as simple as the following line:
Code:
setmetatable(subclass, {__index = superclass})

After that, there's some other problems though like the superclass needs to be defined before the subclass and somewhere in the class hierarchie I want to be able to fake the object as a normal Lua object while it really is a C++ object in the engine.
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DrV
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Joined: 15 Apr 2003
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Location: Midwest US

PostPosted: Thu May 29, 2003 1:31 am    Post subject: [quote]

I've been using Visual Basic 5 for approx. 4 years, but I'm weaning myself and moving over to C++ and Allegro. I feel cleansed as I move each of my projects to a *real* language. :) I used QB for a bit, after I learned VB, but I dropped it like a hot potato after I found out about the memory restrictions if one does not use XMS/EMS. I also play around with C, which, as dandelion said, is NOT the same as C++, but I get all confused in larger projects where I put this or that subroutine, etc, etc, so I stick with writing procedural C++ (or is that an oxymoron? :P ) and then moving it all into classes once it's somewhat debugged.
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twinsen
Stephen Hawking


Joined: 21 May 2003
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Location: Melbourne, Australia

PostPosted: Thu May 29, 2003 1:36 am    Post subject: [quote]

I think the name BASIC (Beginners All Symbolic Instruction Code) says it all, it's really just a stepping stone to learning another language. Much like PASCAL, which is considered a stepping stone to C. PASCAL and C are pretty much identical languages except that PASCAL is slightly more verbose and easier to read in its syntax for a beginner.

There is nothing wrong with procedural C code if it does the job. Theres nothing to say that you HAVE to write something object-oriented. Yes, personally I like the OO model of programming, but look back, there have been plenty of major titles that were written in straight C. Wolfenstein was written in C, so was DOOM, not sure about Quake 1, but yeah, thats my two cents.
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[Neodog] Solar
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Joined: 27 May 2003
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PostPosted: Thu May 29, 2003 5:55 pm    Post subject: [quote]

I find perl and python so good because it's elegant and readable, IMHO,
C++ and C are more the OS/App languages and I find them not really compatible with my mental language... I guess that's the real thing: to find a language that you can 'speak'. One might fit you, the other might not.

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