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RE: Wanna know which languages.......



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Hi,

VOTE at http://game.fusoftdesign.com include your name (or nickname) so we
know who voted otherwise it won't count!

	I was thinking....about these language conflicts people are having.  C++ as
has been stated is not just backword compatible (not entirely accurate), but
is a superset of C.  New functions, data types, and methods have been added
to C++ as well as OOP functionality (object-oriented) which enables more
robust and modular programming.  C++ includes all of C's functionality, but
various functions overlap like the new<-->malloc and delete<-->free
functions.  You can use either in most C++ compilers that I know of.

	Anyway enough of that...I think that all the beginners and those that know
C++ should stick to the C/C++ combo, but also those that know VisualBasic
and most other window compatible languages could still create parts of the
game or even some of the editors.  I think the editor route would be the
best because those area's don't need speed.

Game core (graphics engine,input engine, sound engine,network engine, etc.)
	-- C/C++ combo with DirectX8/In-house Engine

Game Main (AI,Multiplayer support,MainLoop,Loading,Saving,etc.)
	-- C/C++ (maybe a VB .dll)

Editors (Sprite,3d-models,Maps,Levels,Story,AI-scripted,etc.)
	-- C/C++/VB/anyother lang. Any language that can make Win-EXE

Graphics
	-- Any graphics that saves in lossless format (ie..BMP)
Sounds and Music
	-- Any sounds and music in (MP3,WAV,MIDI format)
3d Models
	-- If we use 3d at all we'd need a standard format like .x (directx)

PS: The website has been updated slightly (I've been gone wed,thurs,fri,sat,
and i'll be gone on monday, and tuesday morning) After i get back I can work
on it much more.

Steve Tranby
stevemt@hotpop.com

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