Article View: rec.games.programmer
Article #156Game Languages: Not a Flame
From: Tom Boutell
Date: Thu, 23 Jul 1992 15:10
Date: Thu, 23 Jul 1992 15:10
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3425 bytes
This isn't a flame, just a collection of my own thoughts on game languages. As I see it, the reason why most game languages (especially those used by commercial groups) are best suited to a particular kind of game is that game designs can call for just about any variety of programming. In other words, the best general - purpose game language is a good general - purpose programming language. Being a professional programmer who cut his teeth writing games, I'm aware that many of the algorithms I was subsequently taught in college had already been invented by necessity in my game software. To elaborate, games can be in radically different categories: adventurish games, which don't require real - time movement, and arcade games, which have to be optimized to be practical at all. These two categories are as different as word processors and art software, if not more so. The only languages suitable to creating both of the above are general - purpose languages. I won't get into the flamewar over what the best general - purpose language is, but one technique that tends to be beneficial in game programming, since if games have anything in common it's their divisibility into objects, is object oriented programming. Thus languages like Turbo Pascal 6.0 or C++, both of which support object - oriented programming and are still pretty well optimized, are probably among those best - suited to games development. But just about any general - purpose language can do the trick. What we would benefit more from is a collection of games programming LIBRARIES - distinct libraries for distinct general categories. The need for a real - time graphics library is obvious; there are a million people babbling about sprite libraries on this group (me included; too bad I didn't have time to pursue that project further - no one seems to finish it). General - purpose drawing libraries are less needed since most general - purpose languages include them. Less obvious is the need for things like useful image - storage and general - purpose windowing libraries, since most games call for numerous still images (which should be compressed in a professional game's distribution) and most users expect a windowing environment these days. A 3-D library would be a nice gadget too; a few have even come down the pike in this group. Perhaps what this group could really use is a set of FAQs explaining certain basic nifty things: 3-D rotation, the basic tricks of dealing with retrace, where to find PD or shareware windowing libraries if they exist, even a list of good commercial libraries. But a special - purpose "games programming language," I think, would either reinvent C or some other already - existing language in order to be general, or be limited to certain types of games. I would encourage folks to develop reusable libraries we can call instead. -- My return address now works! Believe it or not there is life after college. At least if you live near NYC.
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!haven.umd.edu!darwin.sura.net!jvnc.net!phage!boutell From: boutell@isis.cshl.org (Tom Boutell) Subject: Game Languages: Not a Flame Message-ID: <1992Jul23.151033.23738@cshl.org> Originator: boutell@athena Sender: news@cshl.org (NO MAIL) Organization: Cold Spring Harbor Laboratory Date: Thu, 23 Jul 92 15:10:33 GMT Lines: 63