Hi John,
You use graphics in some of your  games correct? How do you do that. I own 
the 7-128 game engine. or what ever you call it. The thing that runs all the 
addOn games. I baught it. Its cool, but just some of it is too  g. u. i. for 
jfw accessibility like you said it had.


Regards,
Tristan Bussiere

Owner, ACE Games
http://www.acegamesonline.net
Skype: Tristanbussiere
MSN: [EMAIL PROTECTED]
----- Original Message ----- 
From: "John Bannick" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, September 01, 2007 12:48 PM
Subject: [Audyssey] Audio Game Programming Languages


> Jim,
>
> You're not alone in colliding with object oriented languages.
> I do this for a living and the transition was ugly at first.
> Many of your best practices as a structured coder are exactly the opposite
> from O O best practices.
>
> There are advantages to O O coding. But I think you're right: if what you
> do coding your games ain't broke, don't fix it.
> That being said...
>
> Tristan,
>
> I've coded for money in almost every language there is, going back to
> Sanscrit (But not Python.)
>
> The advantages of C++ and C Sharp are that there are a lot of tools and 
> Web
> support for those languages.
>
> I prefer Java because it is easier than C++ . Also its supporting 
> libraries
> and third party software are not tied to Windows. And, there are more jobs
> coding Java.
>
> Thomas and Jason are spot on in pointing out what makes O O distinct. In
> addition, I think the biggest advantage O O has for coding games is that
> the ability of one class to inherit features from a parent class lets you
> not only reuse code, but enhance it without breaking your original games.
>
> John Bannick
>
>
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