Re: DarkBASIC?

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--- CK Lester <cklester at yahoo.com> wrote:
> Hey, guys 'n' gals...
> 
> I stumbled across DarkBASIC and was wondering if
> anybody's had any
> experience with it.
> 
> Thanks!
> ck

Since languages are one of my hobbies, I try to take a
crack at as much languages I can, be it computer or
spoken (I know 22 languages, BTW, include coding
languages.).

So, I tried DarkBasic aswell...
OK...
1. It's slow.
2. It's big.
3. It's hard.
4. It's outdated.
5. It's not portable.
6. It's proprietary.
7. It's buggy.
8. It's incomplete.
9. It's expensive.
10. It's bulky.

I could have, and no I am *not* shitting you, written
a similiar 3D engine, for Euphoria, with 20% of the
amount of functions needed, wich runs faster, is more
stable, 1 tenth of it's size, (royalty) free, within
an hour.
That's right.
I would just use the old not-supported outdated
Direct3D Retained Mode 6.0 API, wich is so easy to
use, vene my dog coded a Quake clone in it before
breakfast, and he's a pitbull with 3 and a half of his
legs amputated ;)
With just 200 lines of C code I can set up a 3D engine
wich lets you load .x 3D mesh/map files with full
animation and texture support, dynamic lightning,
cameras, viewports, etc., with flat, unlit flat,
gouraud and chrome shading, texture wrapping (ie.
skinning), hardware acceleration and cubic collision
detection.

The thing is, I'd have to code an external .dll
because 
DirectX is made out of COM interfaces, wich Euphoria
can not call directly (You need compiler-based support
for using COM/ActiveX).
And I'm not gonna code an hour intensively on a 3D
engine wich is outdated (ie. like DarkBasic) and
requires an external DLL.
Just by using D3DRM I can clone DarkBasic in an hour
for Euphoria, because DB don't have networking support
(DirectPlay).


Mike The Spike
PS. <hint hint> someone might want to code a D3DRM
wrapper for Euphoria... someone that wants to waste an
hour or two of work for a piece fo software no
commercial developer would ever use
(myl33tu4iadll.dll???).


Mike The Spike

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