> will this run faster than the compiled ones in B3D?
Yes and no.
The idea is to only use the 3d graphics routines from Blitz, but code everything else (collision detection, network comms, file access) from your C++ app.
There are far more useful game algorithms and utils that I can use in C++ without having to port them to Blitz. For instance I use a collision detection library called Solid.
Because this is a library, you could write routines in assembler and C++ if you want and this could be faster.
The main advantage is to control a game using C++ which is far more maintainable when the projects get large. If designed properly, the C++ application will be more stable.
Yes and no.
The idea is to only use the 3d graphics routines from Blitz, but code everything else (collision detection, network comms, file access) from your C++ app.
There are far more useful game algorithms and utils that I can use in C++ without having to port them to Blitz. For instance I use a collision detection library called Solid.
Because this is a library, you could write routines in assembler and C++ if you want and this could be faster.
The main advantage is to control a game using C++ which is far more maintainable when the projects get large. If designed properly, the C++ application will be more stable.