That depends on the game - I've made sevaral card games with RB (5.2.4 on Win32), and they work great (although an 'apparent' but in that version prevents drag-and-drop from working, so you have to click the card source and destination, but still...) Turn-based strategy games should work well also, as do FPS-type games using the RB3D (see RBD for more info on Renegades and the zombie game). If you keep it simple, you can probably churn out a role-playing-type game, too. (shameless plug - I'm working on a "course" that teaches intermediate OO programming using RB in which you build a D&D-type CRPG game - it'll sell (the full source and the course materials - eBooks - on CD) for $49.95 once I'm done; currently on chapter 9) And keep in mind you can use an RB3D for 2D arcade games; you don't have to use the SpriteSurface! :)

On Jan 24, 2007, at 5:07 AM, Theodore H. Smith wrote:

From: Arnaud Nicolet <[EMAIL PROTECTED]>
Date: Wed, 24 Jan 2007 00:15:04 +0100

Thanks.
I'll first try a solution with pure RB (it's more a challenge to do =20
it using pure RB than using created classes).
But your answer is fine.


I'd switch to C++ if you wanted to make a game. Seriously... In fact it wouldn't be too hard.

There must be quality cross platform game engines. And then you can use WxWidgets for the GUI. The GUI is minimal in games and mostly custom, so it doesn't matter much anyhow.

Look at Halo, they've got 2 standard Mac dialogs in the entire game. A warning dialog, and a startup options dialog. All their other many dialogs are custom dialogs writte in a futuristic 3d style. So something as basic as WxWidgets would suffice.

RB is just too slow for games. It's sprite surface is slow. Super sprite surface is better... but still you'll often want to do some intensive math processing games, procssing big arrays of raw numbers. Something C++ is suited for.

--
http://elfdata.com/plugin/



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