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Old 17 November 2016, 13:07   #56
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Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 237
Good point about requirements

Spitting Blitz code and then launching compiler would be probably too complicated in practice and would lead to the common approach of using a virtual machine to avoid the compilation problems.
Another outcome could be ending up having some super high language that abstracts Blitz in a similar way C does to ASM, but would require programming skills anyway.

At this point of development I am happy with the resources needed to run games, player will be optimized for sure to run on the lowest configuration possible. Editor will always be more resource hungry.

Having people trying it helps a lot the developer to be faster and the program to be better.
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