That is a good point I can't recall a single blitz made project of mine which hasn't had to make use of custom sound libs/entity management etc all based on blitz.
But I'm guessing the reason for this is allow us to branch off in whatever direction we want to take it, rather than being stuck with one man's vison of how a sub-system should be.
We don't want to end up with a unreal like ide where everygame looks and feels the same without major modifcations. That is the cost of simplicity...
But I'm guessing the reason for this is allow us to branch off in whatever direction we want to take it, rather than being stuck with one man's vison of how a sub-system should be.
We don't want to end up with a unreal like ide where everygame looks and feels the same without major modifcations. That is the cost of simplicity...