Re: FPS Engine Preview/request for feedback

Also, unwillingly, I'lll contribute to the argument regarding pure basic, (although I have, like, no motivation to bash anyone, tell anyone they are wrong etc etc etc because that seems just stupid). There are things I'm beginning to realize I don't like about pure basic, namely the inability to remove and insert indexes in the middle or beginning of arrays. Another thing I'd desperately wish for in Pure Basic but sadly have to live without would be classes. I once had an Idea to use modules as classes, but as modules aren't official objects it's impossible to create an array of objects generated by a module.
  There are more things regarding PB that have been getting on my nerves at times, however I'll still admit it's a great language for beginners. Two years ago when I tried my hand at BGT, none of the subject matter made sense to me. Now, when returning to it for a project too complex for Pure Basic, it went something like this .
Read about classes. Got it in 15 minutes! Read about inheritance. Got it! Read about Sirialization. Got it! Read about interfaces. Got it (though I probably won't even bother using these in this game as I don't see a need for them)!
  All that is besides the point though. What I'm really trying to convey is that basic languages are for beginners. I think the reason Camlorn is so strongly recommending they not be used is that it won't, in fact, be beneficial for professionals, and in fact games with complex structures and mechanics as I quickly learned, which is why I'd have to agree.
  However, Pure Basic is still the language in which I'm coding S Quad Racing, and will stay like that.

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