BlitzMax Online Runtime

Miscellaneous Forums/General Discussion/BlitzMax Online Runtime

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In what way?

Because I think being tied to MinGW is going to limit BlitzMax's growth and development. Hell, it already is limiting it, what with being stuck with an old version and some people ( probably you and me among them ) having to work with different versions to produce modules, and some BRL modules not being compatible with recent versions.

In the past, if you wanted a huge codebase and access to most libraries, you used C++, you had no choice. Building BlitzMax on top of a C++ compiler has been fantastic for allowing integration of a lot of those libraries, and no one knows that better than you.

But the wind is changing, and C++ is not going to be the way to integrate with things in the future. A lot of libraries are already being built solely for .Net compatible languages. Delphi has gone .Net now ( ok, there are historical reasons for this, but even so, it means that a .Net assembly is now of use to Delphi users too. )

Here I am one year into a BlitzMax game project which is going to take another 2 years plus, and I'm already painfully aware that I'm going to have to end up porting the engine to C# or C++ if we don't have a .Net Blitz language at some point. I can't be the only person who sees this in their future.

EDIT: Let's be honest. For Windows development, this is Microsoft. Does anyone really doubt that it's only a matter of time until you simply can't *use* DirectX at all without using .Net?