The code in my timing test was basically 99% the same, with just some set up differences between the various languages.
The logic to it all is just 3 turn entities inside a timing loop.
Its interesting that the two different languages that use Blitz3D as a DLL are running at the same sort of speed. Maybe there is a very small overhead in calling the Blitz3D functions through a DLL rather than it being called natively to the compiled language. Just guessing mind.
The logic to it all is just 3 turn entities inside a timing loop.
Its interesting that the two different languages that use Blitz3D as a DLL are running at the same sort of speed. Maybe there is a very small overhead in calling the Blitz3D functions through a DLL rather than it being called natively to the compiled language. Just guessing mind.