BlitzMax versus TGB (Torque Game Builder)

BlitzMax Forums/BlitzMax Beginners Area/BlitzMax versus TGB (Torque Game Builder)

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Flameduck: That with Indiepath is like a proof that it isn't an easy task ... There have been other approaches here on the board for polygon collision but they all were not much
more performant than BMs PP collision. *the last approach was the one even skid posted. Was the "BM PP is so slow" "comparision test"*

I know that BMs PP is quite fast, but PP lacks two elemental part: early drop & optimation for statically combined sprites (tile layers for example).
When you test pixelperfect, you can't say after 2 steps that they don't collide (unless their bounding boxes do not even intersect), you need to test all pixels. Polygoncollision through SAT for example does not need to test everything.

This is very important in 2 scenarios (at least from my point of view):

1. Large sprites (not that much of a problem to me so far as Kamaya is able to split images up and handle them like 1)

2. Tilemaps! Here it is a serious problem because it must test the whole "underground" in a sidescroller for example which are a lot pixels, while it is possible to optimize the polygons to reduce it to much less tests. (thats wherefor Kamaya will use it beside physics)

But thats ok to me. Its just another feature that might make Kamaya more interesting to potential costumers, isn't it? :-)


But I'm getting off topic.
To come back to topic: TGB (especially since Beta 2) and BM have both their strengths and weaknesses.
Thats why I use both and will be using both in future as well, both for their specific tasks and where they have their strengths.

I would all, that are interested TGB, suggest that they wait until 1.1 is done with the new editors and the new stuff on the page.
At the moment half of them are broken as everything *beside GUI editor* is moved into the level editor. Thus the informations aren't always up to date and the new examples aren't online as well outside the beta.