I don't see a significant difference between the OOP of BlitzMax and the OOP of properly written Blitz3D code:
It's more just the fact that you have objects with properties.
The fact that I am going to be controlling it with Lua scripts means that whatever cool conventions BMax has, I will be doing without them in the end.
Now if only it could compile a dll, that would really be something.
x#=Entity.x x#=EntityX(entity)
It's more just the fact that you have objects with properties.
The fact that I am going to be controlling it with Lua scripts means that whatever cool conventions BMax has, I will be doing without them in the end.
Now if only it could compile a dll, that would really be something.