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Topic: Compilers, tools & stuff

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All Forums : [Adventure Games Forum] : Developers' Zone > Compilers, tools & stuff
22 NOV 2002 at 5:45am

MichalN

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I'm curious what kind of platforms, languages, compilers, tools, libraries etc. our esteemed adventure developers are using.

Has Microsoft managed to monopolize adventure game development too? Is everyone writing DirectX games with Visual C++?

Or does someone actually write portable games using libraries like SDL or MGL? Or use non-Microsoft compilers like Borland, (Open) Watcom or gcc? Use odd languages like Pascal, Smalltalk, Fortran or something even more exotic?

Anyone supporting platforms like Mac, Linux or even good old DOS?
I forgot my sig.

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22 NOV 2002 at 2:13pm

Steve Ince

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Revolution is using Renderware for the graphical engine.  Our artists use Maya and export to the engine using renderware and some of our own plugins.  The implementation is done through our own tools which have been developed over a number of years and games.  The logic engine and other modules are written using C++.


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22 NOV 2002 at 9:51pm

Maciek

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Currently we are using VisualC++ because this is what the engine requires. I had thought about moving to Metroweks Codewarrior, but it's no longer an option.

Artists use 3ds max and Maya, with Paint Shop Pro as the main graphics editor (we could buy 5 of them for the price of one Photoshop). Sonic Foundry's Sound Forge is used for sound effects with some DirectX plugins.

As far as odd languages are concerned Schizm and Reah used quite odd Forth-like scripting language which used Reverse Polish Notation.
Maciej Miasik&&[url]www.detalion.com[/url]

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22 NOV 2002 at 10:02pm

Agustín Cordes

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...or MGL?

Developed by a great company you might add


Use odd languages like Pascal

Pascal is odd? It's more straightforward than C++! I don't think it's suitable for games, though.

To me, for first person games with static scenes, nothing beats using a tool like Macromedia Director except if you must do some very complex algorithms.

Slightly Deranged - Cult Cinema And Games!

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22 NOV 2002 at 10:20pm

MichalN

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Originally Posted By Rael (22 NOV 2002 10:01pm)
Developed by a great company you might add

Yeah
You know, the first Quake almost used MGL - but in the end id dropped it because 3Dfx wasn't very cooperative.

Pascal is odd? It's more straightforward than C++! I don't think it's suitable for games, though.

Well... Pascal just doesn't seem to be used much for real world programming. Probably because there aren't many good compilers (that is, there's one).

Of course, like Maciek mentioned, scripting languages used in games tend to be homegrown and geared towards that specific engine.

To me, for first person games with static scenes, nothing beats using a tool like Macromedia Director except if you must do some very complex algorithms.

But slideshows are boring

I forgot my sig.

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1 DEC 2002 at 12:39am

ratracer

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I'm an amateur game developer, so I go for the freeware stuff. I use AGS, and I'm not the only one here to use it...

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1 DEC 2002 at 4:03pm

Erwin_Br

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Bad Timing is being scripted/programmed in SLUDGE...

--Erwin
[url=http://justadventure.com/IndependentDevs/BadTiming/index.html][img]http://erbserv.emptyhouse.net/public/images/bt-forumbanner.gif[/img][/url]

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8 JAN 2003 at 10:17am

jannar85

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We use an IDE programmed in c++, by Chris Jones, named AGS.
I'm feeling to have a much less status, than you, big companies - since you're using your own programmed engines, however, I'm not.

Our artists use Flash, Adobe Streamline, and Adobe Photoshop as far as I know. I'm not sure if they're using a few more.

We're thinking of supporting Roger Foodbelly on a Linux platform as well, but currently, only Windows.

We'll wait and see how it goes.

Regards,&&[i][b]Atle Ragnar Jarnćs Lerřy[/i] | [i]Game Developer[/i][/b]&&&&[url=http://rogerfoodbelly.blogspot.com/]Something is coming...[/url]

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11 JAN 2003 at 10:02pm

gremlin

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I must admit to not being a current developer, but when I was, a few years ago, we used VisualC++ (just the IDE & compiler, not the GUI libraries), and DirectX libraries for the engine, and Lightwave and 3DStudio Max for the modeling and texturing, and Paint Shop Pro for graphics touch up (Mostly because it is cheap and easy to use).

For some games we also had to use a proprietary graphics engine & track editor written in Intel Assembly language (ugh!!).

Mind you, when I started out in 1996, we were also using an Amiga for some of the graphics work.

And I have also used (and am still using for some things) Macromedia Director for development of certain stuff. (Especially prototypes and showreels)

Ta-ra,
The Gremlin


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