Hi Thomas,

Initially I had thoughts about exposing BGT as a dll as well, but then came to the conclusion that it would require too much maintenance for me. Not only would I have to provide and update bindings for all sorts of obscure languages that I might not know the first thing about, on top of this I would also have to fill the documentation with examples in different languages for each and every function/method. Not something I'm keen on doing. It would only appeal to existing programmers with skills in a particular language, and not be at all self contained. From that point of view I like the idea of something you just install and get going with from the ground up. However if I as a new and aspiring game developer who already knew a language well and wanted an engine, I would probably want something like g3d as I could use what I was already familiar with. A hard nut to crack, in my opinion.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com> To: "Ken the Crazy" <kenwdow...@neo.rr.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, February 01, 2011 6:06 AM
Subject: Re: [Audyssey] Game Creation Tools


Hi Ken,

Maybe. Basically, the Genesis 3D engine is a dll file, g3d.dll, which
can be added to a C++, Visual C#, or Visual Basic project and used to
write games. As I mentioned on an earlier post to the list the way it
works is that it has a .net style managed interface as in everything
is accessible through classes and objects. You want audio, simply use
the audio class. You want Sapi support simply use the speech class.
You want networking use the Network class. Basically, it is an all in
one API that allows a game developer to plug it into any project and
get imediate access to audio,speech, networking, input, 3d
calculations, etc through one very easy to use library.

So what I'm basically thinking here is that I can create a front end,
similar to Audio Game Maker, that allows you to map keys, configure
joysticks, add mouse support, and asign them to functions like
PlayerStepLeft(), PlayerStepRight(), PlayerStepBack(),
PlayerStepFoward(). Plus if I create maybe 15 generic enemy objects
you can select them from a list and drop them on a form, set their
attributes, and they are done. Same for doors, staircases, ropes, fire
pits, or anything else you might like to add to the game. The purpose
here would be to do as little programming as necessary, but wrap the
engine with a type of automated wizard tool that allows you to build
games on the fly.

HTH




On 1/31/11, Ken the Crazy <kenwdow...@neo.rr.com> wrote:
How about creating it as a front-end to G3D?  That is, if you want to
fine-tune your game through programming, you can, but it wouldn't be
necessary.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!


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