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Main forum => GLBasic - en => Topic started by: JohnnyB on 2019-Jun-01

Title: The limits of GL Basic
Post by: JohnnyB on 2019-Jun-01
Do you think GLBasic can handle large RTS game real-time logic and AI like "Supreme Commander"?

Yes, I know the obvious answer is that it depends on skill of the programmer.  :D

In other words, how does GLBasic compare to C# Monogame, Unity, Libgdx, whatever... Not talking about C/C++, Rust and the like. It's obviously much faster than AGK (that is only interpreted and not very efficently it seems).

Title: Re: The limits of GL Basic
Post by: SnooPI on 2019-Jun-02
With INLINE functions there is no real limit to GLBasic.

By cons, if you don't use INLINE, you will be a little more limited (especially in 3D), but you will be sure that your code is 100% portable.

Without INLINE functions, with a lot of work and talent, you can make a "Warcraft 2" with GLB, to make a "Supreme Commander", you will have problems with 3D (but it is not impossible, you will probably a retro rendering but that may please many people).

In summary, with or without, you will have no limit for a good game logic in real time and therefore a good AI (only the limit of your work and your talent).
For all that is calculation, once compiled, GLBasic is really fast (unlike the AGK-Basic which is interpreted and poorly optimized).



Title: Re: The limits of GL Basic
Post by: JohnnyB on 2019-Jun-02
3D isn't really my goal, I prefer 2D most of the time. :)

I did a "quick and dirty" RTS prototype in some languages, in C#/XNA which ran pretty well, but in Monkey-X it already wasn't as smooth (again, I thought since this is also compiled in C++ it wouldn't) and my attempts in AGK were just not playable.

Thanks.
Title: Re: The limits of GL Basic
Post by: SnooPI on 2019-Jun-05
I have always wanted to do a RTS and I too had made a prototype (a long time ago), so if you need help to solve a particular problem, don't hesitate to ask JohnnyB.