Re: Does C++ better than Euphoria ?

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I can think of a few old games that had relativly few man
hours(years). But not anymore, you need 2d artists, 3d artists, sound
studio, programming team, managers, markets, lawers, investors, public
relations, beta testers. For 2 to 5 years, that adds up to millions
real quick dosn't it. I suggest just finding a game you like borrowing
the artwork(for learning purposes only) and making a few mock games
first. Its a good way to learn, and since you already know how that
game works, it should be very simple to duplicate, maybe fully
functional in a matter of 3-9 months.


On Fri, 01 Oct 2004 04:33:04 -0700, irv mullins <guest at rapideuphoria.com>
wrote:
> 
> posted by: irv mullins <irvm at ellijay.com>
> 
> StrawHatBoy wrote:
> >
> >
> > I want to  write a game.I found a lot of tutorials in c++ .I did't find
> > them in Euhporia.But they most in c++.I don't know how to choose between
> > Euphoria and c++.
> 
> I suggest (really, this is an honest suggestion) that you first try to
> write your game in C++.
> 
> If you are successful, you will have gained a lot of useful C++ knowledge
> which you could use to get a good job.
> 
> If instead you give up in frustration, then you can try Euphoria, and
> will be happy to see how uncomplicated it is, compared to C++.
> 
> If you do this the other way around, and try Euphoria first, you might
> also give up in frustration, but then you'd go round saying how difficult
> Euphoria is. Never realizing that it's not Euphoria's fault -
> writing a good game is very difficult, no matter what language is used.
> That's why a game good enough to sell requires a year or two of full-time
> work by dozens of programmers and graphics designers, with a budget of
> many hundreds of thousands of dollars.
> 
> Irv
> 
> 
> 
> 
>

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