Yes, you're wrong to try to do game development in Perl. Why? Because nobody else does it, that's why! Programming these days takes more than a lone avenger with a compiler. It takes a community of active developers and users. And since there's no active Perl game programming community, Perl isn't much of an option.
I'm not sure if that is flamebait or if you are attempting to goad me into the creating the world's best game library. Either way, you're clearly wrong about Perl not being up to the task. The only reason Python is anywhere is because the PyGame folks put in the time. Perl is a much better language for glueing things together, has a ton of modules in existance, and is better suited for AI. It's a natural fit.

Did I say I couldn't deal with C? No. Not at all. I own C. It's just a chore to do anything beyond simple constructs. You have to watch yourself closer in graph theory, for instance. You can't make use of OO. (Ok, there is C++, but we shall not mention that abomination). Perl is just more "fun", and that is what matters. It lends itself towards cleaner, shorter, code that can do more in less time. We all know this.

Should I (or anyone else) start a full-fledged library, Perl will take off just the same. SDL is a great start. Frozen-Bubble (YES! It's in Perl! You non-believers!) shows it's possible, it's just a little ugly inside. The primitives aren't there, and it's a chore to use. Something like a SDL::Simple and an SDL::PixelTools (line drawing, etc) on top of SDL would go a long way. Something that would allow something like frozen-bubble to read more elegantly.

I don't know why you posted a Quake3 link. I'm not speaking that magnitude. The guy working on Bloodgate certainly is, though. Maybe he'll make it.

Anyhow, thanks for that comment. It will serve as impotus for having to prove you wrong.


In reply to Re: Re: 2D realtime pixel graphics options in Perl by flyingmoose
in thread 2D realtime pixel graphics options in Perl by flyingmoose

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