I'm sure this has been discussed before, but I can't seem to find a thread that really focuses solely on it. Or perhaps I'm just too tired to work the search engine proeprly, it has been a long day already.
I've taken a tidy chunk out of a very large project this year. It's had a few months of work, and I see at least another two years before it could be close to finished, and quite possibly much longer. With that sort of timeframe, I have to think about making my code futureproof, and it seems .Net is the way we're going whether we like it or not when it comes to Windows. DirectX 10 is already leaning very heavily towards managed languages, and I'm starting to reach the point where I find myself wondering if it's sensible to use anything but a .Net language.
BlitzMax is lighter, faster, much more familiar and it doesn't requite the .Net framework. For all those reasons, I would be a fool to ditch it this far into a project that was due to be finished in a few months. Having said that, I'm starting to wonder if I wouldn't be a fool NOT to ditch it when I'm looking at two years down the line minimum, and almost certainly longer.
I have no idea how practical it would be for BlitzMax to become a .Net language, but I know I've seen people wanting it before. How practical or realistic is it? Moreover, is there any interest from BRL? I know Skidracer has an interest in a PocketPC compiler, but does anyone at BRL have an interest in going .Net? Is it an option?
Working on my shader packs and putting the game on hold has given me a lot of time to think about how it's going, so you can blame that for me wandering off the mental track with this. It is a serious thought though, not a whim. BlitzMax is great now, but if everything is going to go the way of .Net ( and Torque, TrueVision, etc, the big boys already have been for a long time moving towards XNA and managed code ) then I have to think ahead and make sure I don't end up stranded.
I've taken a tidy chunk out of a very large project this year. It's had a few months of work, and I see at least another two years before it could be close to finished, and quite possibly much longer. With that sort of timeframe, I have to think about making my code futureproof, and it seems .Net is the way we're going whether we like it or not when it comes to Windows. DirectX 10 is already leaning very heavily towards managed languages, and I'm starting to reach the point where I find myself wondering if it's sensible to use anything but a .Net language.
BlitzMax is lighter, faster, much more familiar and it doesn't requite the .Net framework. For all those reasons, I would be a fool to ditch it this far into a project that was due to be finished in a few months. Having said that, I'm starting to wonder if I wouldn't be a fool NOT to ditch it when I'm looking at two years down the line minimum, and almost certainly longer.
I have no idea how practical it would be for BlitzMax to become a .Net language, but I know I've seen people wanting it before. How practical or realistic is it? Moreover, is there any interest from BRL? I know Skidracer has an interest in a PocketPC compiler, but does anyone at BRL have an interest in going .Net? Is it an option?
Working on my shader packs and putting the game on hold has given me a lot of time to think about how it's going, so you can blame that for me wandering off the mental track with this. It is a serious thought though, not a whim. BlitzMax is great now, but if everything is going to go the way of .Net ( and Torque, TrueVision, etc, the big boys already have been for a long time moving towards XNA and managed code ) then I have to think ahead and make sure I don't end up stranded.