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This is a problem with each game programming FAQ. This problem will be asked several times in the game development forum every week. This is a good problem, but no one can give a simple answer. In some applications, there are always some computer languages superior to other languages. Below is a few introductions and advantages of main programming languages for writing games. I hope this article can help you make a decision. This is a question that belongs in every game programming FAQ. It seems to be asked in a game development forum several times a week. It's a good question, though, and not one with an easy answer. There are computer languages that work better for some applications than others. Here is a list of the major programming languages used to write games along with descriptions, advantages, and disadvantages. Hopefully this list will help you make a decision.1, C If FORTRAN and COBOL were the first Advanced compile language, then C language is their grandson. The C language is Dennis Ritchie created in the 1970s, which is more powerful and maintains more contiguous with Algol, and Algol is the structured successor of Cobol and Fortran. The C language is designed as a more intrincible, simpler version, which is suitable for writing system-level programs, such as operating systems. Prior to this, the operating system is written in assembly language and is not portable. The C language is the first to make the system-level code transplant into possible programming languages. If FORTRAN and COBOL were the first compiled high-level languages, then C is their grandchild. It was created in the 70's by Dennis Ritchie as a tighter and more coherent successor to ALGOL, which was a structured successor to COBOL and FORTRAN. It was designed to be a smaller and simpler version of its predecessors, suitable for writing system-level programs, like operating systems. Before then, operating systems were hand-coded in assembly and were not portable. C was the first programming language that made portability a Reality for System-Level Code.
The C language supports structured programming, that is, the program is written in some separate function calls (calls), which are running themselves, not like a separate integrated block using GOTO statement control Process. Therefore, the C procedure is much simpler than the "hollow powder code" code of the integrated Fortran and COBOL. In fact, C still has a goto statement, but its function is limited, only is recommended when the structured scheme is very complicated. C is a language that supports structured programming. That is to say that C programs are written as collections of disconnected function calls that run top-down rather than a single monolithic block of code with program control-flow happening via GOTO statements. Hence, C programs are generally easier to follow than monolithic FORTRAN and COBOL spaghetti-code. Actually, C still has a GOTO statement, but its functionality is limited and it is only recommended as a last resort if structured solutions are much more complicated precisely because of its system The root of the program is quite easy to combine C and assemble language. The function call interface is very simple, and the assembly language instruction can also embed in the C code, so it is not necessary to connect the independent assembly module. True to its system-programming roots, it is fairly easy to interface C with assembly languages. The function-calling interface is very simple, and assembly language instructions can be embedded within C code, so linking in separate assembly-language modules is not necessary .
Advantages: It is beneficial to prepare small and fast procedures. It is easy to combine with assembly language. It has high standardization, so the various versions on other platforms are very similar. Advantages: Good for Writing Small Fast Programs. Easy to Interface with assembly language. VERY Standardized, So Versions On Other Platforms Are Similar
Disadvantages: Object-oriented technology is not easy to support. The syntax sometimes is very difficult to understand and cause abuse. Disadvantages: Does Not Easily Support Object-Oriented Techniques. Syntax Can Be Difficult and Lends Itself to Abuse
Transplantability: C language cores and ANSI function calls are portable, but only are limited to process control, memory management, and simple file processing. Everything is related to the platform. For example, developing a portable program for Windows and Mac, the user interface section needs to be called with the system-related function call. This generally means you have to write two user interface code, but there are some libraries to alleviate the workload. Portability: While the core of the language and the ANSI function calls are very portable, they are limited to control-flow, memory management, and simple file-handling Everything else is platform-specific Making a program that's portable between Windows and the.. Mac, for instance, requires that the user-interface portions be using system-specific function calls. This generally means that you need to write the user-interface code twice. There are libraries, though, that make the process a bit easier. with C language preparation game: very much. Games Written in C: Lots and Lots.
Information: Classic classic work is "The C Programming Language", which has been modified, and it has been extended to three times larger, but it is still an excellent book for c. An excellent tutorial is "The Waite Group's C Primer Plus". Resources: The classic book about C is [The C Programming Language] .It's gone through several iterations and has expanded to about three times its original size, but it's still a good introduction to the language An excellent tutorial is [The Waite Group's C. Primer Plus].
2, C C language is a successor with a C language-oriented characteristic. Object-oriented programming, or OOP is a next step of structured programming. The OO program consists of objects, the objects are data and function discrete collection. There are many available objects inventory, which makes programming simply only need to pile up some programs "building materials" (at least theoretically). For example, there are many libraries for the GUI and databases to achieve a collection of objects. C is the object-oriented successor to C. Object-oriented, or OO, programs are the next step beyond structured programming. OO programs are built out of objects, which are packages of data and functions collected into discrete units. There are many libraries of objects available that make writing programs as simple as pulling together a collection of program "building blocks" (at least in theory). For example, there are many GUI and database libraries that are implemented as collections of objects.C always debate Theme, especially in the game development forum. There are several types of C features, such as virtual functions, add an additional level for the decision making of the function call, and the critics quickly pointed out that the C program will become bigger than the same function. The advocator of C believes that the code that is written with the virtual function is also increased. This will be an argument that is still going on, and it is impossible to conclusion. C is the subject of controversy, especially in the game development community. There are features of C , like virtual functions, that add an extra layer of decision-making to function calls, and critics are quick to point out that C programs can be larger and slower than C counterparts. C advocates point out, however, that coding the equivalent of a virtual function in C requires the same overhead. It's an on-going debate that's not likely to be decided soon.
I think that the extra expenditure of C is just a small amount of language. The same debate occurred in the 1960s, advanced programming languages such as Cobol and Fortran began to replace compilation as a language selected. The criticist correctly pointed out that programs written in advanced languages are slower than handwritten assembly language, and it is inevitable. Senior language supporters think that such small performance losses are worthwhile, because Cobol and Fortran programs are easier to write and maintain. In my opinion, the overhead of C is simply the price you pay for a better language. This same debate went on in the 60's when high-level programming languages like COBOL and FORTRAN started to displace hand-coded assembly as the language of choice. Critics correctly pointed out that programs written in high-level languages were inherently slower than hand-tuned assembly and always would be. High-level language advocates pointed out, however, that the slight performance hit was worth it because COBOL and FORTRAN programs were much Easier to Write and Maintain. Advantages: Tissue large programs is much better than C language. Very good support for object-oriented mechanisms. Universal data structures, such as linked lists, such as linked lists, and relevance of increased arrays to reduce the burden on processing low-level details. Advantages:.. Much better than C for organizing large programs Supports the object-oriented paradigm nicely Libraries of common data structures, like linked lists and grow-able arrays, can remove much of the burden of having to deal with low-level details
Disadvantages: Very complicated. There is a syntax abuse issue as the C language. Slow than C. Most compilers do not have the correct implementation of the entire language. Disadvantages: Extremely Large and Complicated. Like C, The Syntax Lends Itself to Abuse. Can Be Slower Than C. Not Many Compilers Implement The Entire Language Correctly.
Games written in C : very much. Most commercial games are written in C or C . Games Written In C : LOTS AND LOTS. Almost All Commercial Games Are Written In C or C .
Information: The latest version of "The C Programming Language" is very good. As a tutorial, there are two camps, one assumes you know C, another assumption you don't know. So far, the best C tutorial is "WHO's AfRAID of C ", if you are well known, then "TEACH YOURSELF C ". Resources: The latest edition of The C Programming Language is excellent As for tutorials, there are two camps, ones that assume you know C, and ones you do not By far the best ground-up C tutorials are Who's Afraid of C .. And Who's Afraid of More C . if you already knowk C, Try Teach YourSelf C . 3, I should learn C or start from C (Should I Learn C , or Should I Start with c) I don't like this, But it is the most often asked after "which language I should use" is most often asked. Unfortunately, there is no standard answer. You can self-study C and use it to write the program, saving a lot of time, but use this method has two drawbacks: I Thought this Bore Most CommONLY ASKED Question next to "Which Programming Language Should I use? "Unfortunately, The Answer isn't Black and White. You Could Save a Lot of Time By Just Teaching YourSelf C and Writing Apps, But There Are Two Disadvantages To this approach. You will miss those object-oriented knowledge, because It may make data modeling more efficient things in your game. You're missing out on what will likely be a much more effective way of modeling the data in your game. By not learning OO programming off the bat, you could be enforcing bad programming habits that you'll have to un-learn later. Trust me on this one.
The largest commercial game, including the first person, a lot of shooting games did not use C . However, the authors of these programs use old C's formats, they usually insist on using object-oriented programming techniques. If you just want to learn C, at least you must learn OO (object-oriented) programming technology. OO is the perfect method of simulation (game), if you don't learn OO, you will have to work hard. Many of the biggest commercial games, including most first-person shooters, get by without C . The authors of these programs, however, always insist that they're using object-oriented programming techniques even though they're using plain old C. If you want to just learn C, at least teach yourself OO programming techniques OO is the perfect methodology for simulations (read: games)., and you'll really be doing it "the hard way" if you push off learning OO.4, Assembly language (Assembly) Obviously, the assembly is the first computer language. The assembly language is actually a command form representation of the instructions that your computer processor actually run. This means you will deal with the underlying of the processor, such as registers and stacks. If you are looking for a language and related self-explanatory language, this is not what you want. By default, assembly was the first computer language. Assembly language is actually a command-based representation of the actual instructions that your computer's processor runs. That means you will be dealing with the low-level details of your processor, like registers and stacks. IF you're looking for a language That's english-like and is relatively self-documenting, this isn't it!
Specifically, anything you can do in other languages, it's not that simple - this is of course, just like you can drive to a place, you can walk, just difficult Differences. Although it is good, new technologies make things easier to use. ...................................... .. While The Statement Might Be True, The Later Technologies Made Things Much Easier To Use.
Overall, assembly language will not apply separately in the game. Game use assembly is mainly used in the use of zero fragments that can improve performance. For example, the destruction of the warrior uses C to write, and several drawing programs use assembly. These programs have to call thousands of times per second, so as simple as simple, will help improve the performance of the game. The function written from C is quite simple, so it is not a problem with both languages. In general, assembly language is not used on its own for games. Games that use assembly language use it in bits and pieces where it can improve performance. For example, DOOM is written entirely in C with a couple of drawing routines hand-coded in assembly. They are the routines that are called a few thousand times a second, so making the routine as tight as possible really helped the performance of the game. It's fairly easy to write a function in assembly that is call-able from C, so Using Both Languages Wasn't A Problem. Advantages: Minimum, Quad Language. Compilation Master can write a much faster programs that can be implemented than any other language. You will be the first person using the latest function of the processor because you can use them directly. Advantages: Is, by definition, the smallest and fastest language A talented assembly programmer can write programs that are faster than anything that can be done in other languages You'll be the first person to be able to take advantage of the processor's latest.. New features, Because You can use the the theme, syntax, persist, causing a large amount of extra code - not suitable for heart weakness. Disadvant To Learn, Cryptic Syntax, Tough To Do EfficIntly, And It Takes Much More Code To Get Something Done - NOT for the Faint of Heart!
Portability: close to zero. Because this language is designed for a separate processor, there is no portability. If you use a particular processor's extension, your code cannot be ported to other similar types of processors (for example, AMD's 3DNOW instructions are unable to port them on other Pentium series). Portability:.. Zilch Since the language is designed for a single processor, it is not portable by definition If you use extensions specific to a particular brand of processor, your code is not even portable to other processors of the same type (for example AMD 3DNOW INSTRUCTIONS ARE NOT Portable To Other Pentium-Class Processors). Using assembly preparation: I don't know if there is any commercial game is fully developed using compilation. However, some games use compilation to complete the most demanding parts. .
Information: If you are looking for a document of a assembly language, you are mainly looking for a document for chips. There are some information about their processors such as Intel, AMD, Motorola, etc. For books, "Assembly Language: Step-By-Step" is worth learning. Resources: When you're looking for documentation for an assembly language, you're basically looking for the documentation for the chip There is some online information at [Intel], [AMD] [Motorola] for their processors As for books,.. [Assembly Language: Step-by-step] is well-reviewed.
5, PASCAL language PASCAL language is designed by Nicolas Wirth in the 1970s, because he is very disappointed with Fortran and Cobol without mandatory training students, "hollow powder code" has become a standard, and at the time Language is not against it. Pascal is designed to use structured programming. The initial PASCAL is strictly designed to use the teaching, and finally, a large number of support people have prompted it into business programming. When Borland released Turbo Pascal on the IBM PC, Pascal is brilliant. The integrated editor, the lightning compiler plus low prices make it uncomfortable, and Pascal programmed the preferred language of the MS-DOS. Pascal was designed by Nicolas Wirth in the early 70's, because he was dismayed to see that FORTRAN and COBOL were not enforcing healthy structured programming disciplines in students. "Spaghetti code" was becoming the norm, and the languages of the time were not discouraging it. Pascal was designed from the ground up to enforce structured programming practices. While the original Pascal was designed strictly for teaching, it had enough advocates to eventually make inroads into commercial programming. Pascal finally took the spotlight in a big way when Borland released Turbo Pascal for the IBM PC. The integrated editor, lightning-fast compiler, and low price were an irresistible combination, and Pascal became the preferred language for writing small programs for MS-DOS. However time soon, C compiler is faster And have excellent built-in editor and debugger. Pascal walked at the end of Windows in 1990, Borland gave up Pascal and turned its eyes to C written for Windows. Turbo Pascal was quickly forgotten. The momentum, however, did not stay. C compilers became faster and got nice built-in editors and debuggers. The almost-final nail in Pascal's coffin happened in the early 1990's when Windows took over, and Borland ignored Pascal in favor of C for Writing Windows Applications. Turbo Pascal Was All But Forgotten.
Finally, in 1996, Borland released its "Visual Basic Killer" - Delphi. It is a fast Pascal compiler with a gorgeous user interface. Due to unremitting efforts, it quickly won a large group of lovers. Finally, in 1996, Borland released its "Visual Basic Killer", Delphi. Delphi was a fast Pascal compiler coupled with a gorgeous user interface. Against all odds (and the Visual Basic juggernaut), it gained a lot of fans. Basically, Pascal is simpler than C. Although syntax is similar, it lacks a lot of simple operators. This is both a good thing and a bad thing. Although it is difficult to write an "clever" code that is difficult to understand, it also makes some low-level operations, such as bit operations become difficult. On the whole, Pascal is simpler than C. While the syntax is similar, it lacks a lot of the shortcut operations that C has. This is a good thing and a bad thing. It's harder to write inscrutable "clever" code, but it Makes Low-level Operations Like bit-manipulation more difficult.
Advantages: Easy to learn, platform-related operations (DEPHI) is very good. Advantages: Easy to Learn. Platform-Specific Implementations (Delphi) Are VERY NICE.
Disadvantages: "The World Trends" object-oriented Pascal successor (Oberon) has not been successful. Language standards are not recognized by compiler developers. patent. Disadvantages: "World Class" OO Successors to Pascal (Modula, Oberon) Have Not Been Successful. Language Standards Are Not Adhere to by Compiler-Makers. ProPrietary.
Portability: Very poor. The functionality of the language changes due to the transition of the platform, and there is no portability toolkit to handle the platform-related functions. Portability: Dismal. The Features of The Language Changes from Platform to Platform, and There Are No Portability Toolkits to Handle Platform-Specific Features.
Games written in Pascal: Several. DirectX's Delphi component makes the game location. .
Information: Find information about Delphi, please visit: Inprise Delphi Page. Resources: The Find Out About Delphi, Check Out The Inprise Delphi Page.
6, Visual Basic Ha, Basic. Go back to the 1980s, it is the first language of the procedural beginner. The initial Basic form, although it is easy to learn, it is terrible non-organized, and it has used GOTO "hollow powder code". When recalling the Basic's line number and gosub command, there are no few people who can stop the tears of the corner. Ahh, BASIC. Way back in the stone-age of the 80's, it was the first language for budding programmers. The original incarnations of BASIC, while easy to learn, were horribly unstructured, leading to the a rash of GOTO-laden "spaghetti -code ". NOT MANY PEOPLE WIPE AWAY TEARS WHEN Reminiscing About Basic's Line Numbers and the gosub Command. It is fast to the 1990s. Although it is not the giant of Apple's hopes, Hypercard is still an attractive person who cannot match under Windows. Small programming environment. Hypercard clone under Windows, such as Toolbook, slow and stupid. In order to get high with HyperCard, Microsoft has made a small amount of license named Thunder programming environment, and put it as Visual Basci 1.0, and its user interface is very new at the time. Although this language is also called Basic (no longer all uppercase), it is more structured, and the line number is also removed. In fact, this language is more like a Basic style verb compared to the old ROM Basic in TRS-80, Apple II, and Atari. Fast-forward to the early 1990's. While not the monster that Apple was hoping for, HyperCard was a compelling little programming environment that had no equal under Windows. Windows-based HyperCard clones like ToolBook were slow, clunky, and expensive. To finally compete with HyperCard, Microsoft licensed a neat little programming environment named Thunder, releasing it as Visual Basic 1.0. The user-interface was very innovative for the time. The language, while still called Basic (and no longer all-caps), was much more Structured. Line Numbers WERE MERCY-KILED. The Language Was, In Fact, Much Closer To Pascal with Basic-Style Verbs THEN The Old Rom Basic That Was Built Into Every TRS-80, Apple] [, And Atari.
After six versions, Visual Basic became very beautiful. Many variations have occurred in the user interface, but still retain the main purpose of "associating code to user interface". This makes it become an excellent environment of a rapid prototype when combined with immediate compilation. Six versions later, Visual Basic is pretty deluxe. The user-interface has made some changes, but still retains its "attach bits of code to the user-interface" motif. This, in combination with instantaneous compiling, makes it a terrific environment for Fast Prototyping. Advantages: Neat editing environment. Easy to learn, instant compilation, resulting in simple, rapid prototyping. A large number of plugins available. Although there is a third-party DirectX plug-in, DirectX 7 is ready to provide Visual Basic support. Advantages: Neat IDE Easy to learn Instantaneous compiling makes for very fast and easy prototyping Lots and lots of add-ons available While there are currently third-party DirectX add-ons for Visual Basic, DirectX version 7 is going to include.... Support for Visual Basic Right Out of The Box.
Disadvantages: The program is large, and several huge runtime dynamic connection libraries are required at runtime. Although the form of forms and dialog boxes are easy to complete, it is more difficult to write a good graphics program. The API program calling Windows is very awkward because the data structure of VB is not well mapped to C. There is OO function, but it is not a complete object-oriented. patent. Disadvantages: Apps are large and require several large runtime DLL's to run While form and dialog-based apps are easy to make, writing good graphical apps is more difficult Calling Windows API functions is clunky, because VB data structures do not map nicely.. To C. Has Oo Features, But IS Not Fully Object-Oriented. Proprietary. Portability: Very poor. Because Visual Basic is Microsoft's products, you will naturally be limited to its platform. That is, what you can get is: Windows, Windows or Widnows. Of course, some tools can convert the VB program into Java. Portability:. Worse than dismal Since Visual Basic is owned by Microsoft, you're pretty-much limited to whatever platforms they've ported it too That means that you've got the choice of Windows, Windows, or Windows Note that.. There Are, However, A Couple of Tools That Help Convert VB Apps To Java.
Games written in Visual Basic: Some. There are many shared games written in VB, and there are some business. Games Written in Visual Basic: a few. There is the lots done in VB, And A Couple of Commercial Offerings. Information: Microsoft's VB page has some information. Resources: The [Microsoft VB Page] .7, Java Java is the portability "small C " originally designed for embedded programs by Sun. The idea of running a small program on the web has attracted a lot of people's attention, so this language is rapidly rising. It turns out that Java is not only suitable for moving on the web - it is a very complete software programming small language. "Virtual Machine" mechanism, garbage collection, and no pointer, etc., make it easy to achieve non-crash and will not leak resources. Java was originally designed by Sun to be a portable "small C " that could be used in embedded applications. The idea of running little applications in a web-page really captured people's imaginations, so the language caught on quickly. It turned out that Java was not just suitable for embedding animated banners in web pages --it was a downright nifty little language for application programming! The "virtual machine" nature, garbage collection and lack of pointers made it easy to make bulletproof apps that did not crash And had no resource leaks.
Although not a formal continuation of C , Java borrows a lot of grammar from C . It discards a lot of C complex features to form a compact and easy-to-learn language. Unlike C , Java enforceable object-oriented programming, you have to write non-face-oriented programs in Java as difficult as it is to write "hollow powder code" in Pascal. While not an official "sequel" to C , Java borrows very heavily from C syntax. It dumps many of the more difficult C features to reveal a rather compact and easy-to-learn language. Unlike C , Java enforces object-orientation with a Heavy Hand. Writing a non-oo app in java is as difference as Writing spaghetti-code in pascal.
Advantages: binary code can be ported to other platforms. The program can run in the web page. The included libraries are very standard and extremely robust. Automatically distribute resource leaks in the garbage collection avoidance program. The number of online quantities is a huge code routine. Advantages: Binaries are portable to other platforms Apps can run embedded in web pages The included class library is reasonably standardized and extremely robust Automatic allocation and garbage collection all but eliminates resource leaks in applications Zillions of code examples on the web disadvantages..... : Use a "virtual machine" to run the portable bytecode instead of local machine code, the program will slower than the real compiler. There are many technologies (eg, "instant" compiler) greatly increase the speed of Java, but the speed is always more than the machine code scheme. Early feature, such as AWT has not been carefully considered, although it was officially abolished, but to keep backward compatibility to retain. The more advanced technology, the more difficult to handle low machine functions, and Sun adds new "blessing" to this language. The speed is too slow. Disadvantages: Uses a "virtual machine" to run portable byte-code rather than native machine code, so apps are slower than true compilers There are technologies (like "Just In Time" compilers) that greatly improve the speed of Java, but the. speed will likely always lag behind true machine-code solutions. Early features like the Abstract Windowing Toolkit were not well thought-out and, while officially abandoned, have to hang around for backward compatibility. Is very high-level, which makes dealing with any Low-Level Machine Features Very Difficult. Sun Is Pretty Slow In Adding New "Blessed" Features to the language.
Transplantation: Best, but still does not reach its level should be achieved. The low-level code has very high portability, but many UI and new features are unstable on some platforms. Portability: The Best of the Lot, But Still Not What It Should Be. The low-level code is very portable, but a lot of the ui and newer features arewobbly on some placeforms.
Games written in Java: There are a large amount of applet on the web, but only is commercial. There are several commercial games using Java as an internal scripting language. Games Written in Java: LOTS of Little Applets in Web Pages, But Only a Couple of Commercial Offerings. Several Commercial Games Use Java As The Internal Script Language. Information: The official Java page of Sun has some good information. IBM also has a very good Java page. Javalobby is the best place for Java news. Resources: [Sun's Official Java Page] HAS Some Good Info. IBM Also Has An Excellent [Java Page]. The Best Place to Go for News About Java.
8. The programming language mentioned above in the creation tool covers most commercial games. But there is also an exception, this big game becomes highlighted due to its absence. All of the programming languages Mentioned Above Cover Pretty-Much Every Commercial Game Out There. There is One Exception, But it's Such A Big One That Would Be Conspicuous by ITS ABSENCE.
"Mystery Island". Yes, the best business game is not used by any of the above languages, although some people say "Mystery Island" 99% is made of 3D modeling tools, the fundamental programming logic is completed in Hypercard. Yep, the best selling commercial game of all time was not written in any of the above languages. While some would say that 99% of Myst was written using 3D modeling tools, the underlying program logic was done in HyperCard.
Most creation tools are a bit like Visual Basic, just they work at a higher level. Most tools use some drag-type flowchart to simulate process control. Many built-in interpreted programming, but these languages are unable to be as strong as the separate language mentioned above. Most authoring tools are a bit like Visual Basic, only they work at a much higher level. Most of the tools use some kind of click-and-drag flowchart motif to model control flow. Many contain embedded interpreted programming languages, but these languages aren 'T Nearly as Robust As The Standalone Languages Mentioned Above.
Advantages: Rapid prototype - If your game meets the main purpose of tool making, you may make your game ran fast than other languages. In many cases, you can create a simple game that doesn't need any code. Using plug-in, such as Shockware and Iconauthor players, you can publish a lot of creation tools generated on the web page. Advantages: Fast prototyping --if your game fits the motif the tool's made for, you can probably get your game running faster than any other language In many cases, you can make a rudimentary game without writing any code You can broadcast many authored.. APPS on Web Pages with Plug-Ins Like Shockwave and Iconauthor Player. Disadvantages: As for what functionality will increase, you will be dominated by toolleans. You must consider whether these tools meet your game needs, because there are many things that create tools cannot be done. Some tools will produce a flawless program. Disadvantages:. Proprietary, so you're at the mercy of the tool-maker as to what features will be added You've gotta really look at these tools to see if they'll do everything that your game's gonna require, because there are Things That Authoring Tools SIMPLY CAN't Do. Some of these Tools Produce Frighteningly Bloated apps.
Transplantation: Because the creation tool is patented, your portability is closely related to their functional interest. Some systems, such as Director can create and run on several platforms, some tools create on a platform, run on a variety of platforms, and only create and run on a single platform. Portability: Since authoring tools are proprietary, your portability is limited to whatever they offer Some systems, like Director, can author and run on several platforms Some tools can author on one platform but play on several Some are single-platform beasts....
Games written in creative tools: "Mystery Island" and some other types of adventure games. All ShockWave games are on the network. Games Written in Authoring Tools: Myst and A Few Other "Exploration" Games of The Same Genre. All of the shockwave games on the web.
Data: Director, Hypercard, Supercard, Iconauthor, Authorware.
9. Conclusion You may wish to get a more standard conclusion about "which language I should use". Unfortunately, there is no solution that is best for all applications. C Suitable for fast and small procedures, but does not support object-oriented programming. C fully supports object-oriented, but it is very complicated. Visual Basic is easy to learn from Delphi, but it is not portable and patented. Java has a lot of simple features, but slow. Creative tools can generate your program at the fastest speed, but only work on some types of programs. The best way is to decide what kind of game you want to write and choose the best language to support your game. "Try 30 days" is a good thing for industrial standards. You probably were hoping for a more cut-n-dry conclusion to the "what programming language do I use" dilemma. Unfortunately, there's no solution that's optimal for all applications. C is suited for fast and small applications, but does not support OO programming well. C has very complete OO support, but is frighteningly complicated. Visual Basic and Delphi are easy to learn, but are non-portable and proprietary. Java has a lot of neat features, but is slow. Authoring tools can get your app working quickest, but are only useful for a narrow range of applications. It might just be best for you to figure out what kind of game you're writing and pick the language that would best support your game. It's a good thing that the "TRY IT Free for 30 Days" Offer Has Become The Industry Norm: -) --------------------------------- --------------------------------------------- Author brief introduction John Hattan is the largest software company in Watauga in Texas - the main person in charge of Code Zone. If you have any opinion on his article, please write to him.