Quote: "To load a bitmap and draw it to the screen was 2-3 lines of DBPro code. In C++ it would be much more difficult."
If you don't want to code your own game engine from scratch in c++ there are zillions of c++ game engines out there that can be even easier to use than DBP.
// Dbpro syntax
load object "myimage.jpg" , 1
//c++ syntax
Image * image = resourceCache->getImage("myimage.jpg");
Quote: "and wanted to quickly get those ideas into production before the syntax strictness of C++ irritated them enough to just flat out cancel the project"
I see that completely the opposite... i switched to c++ long time ago because in dbpro i always had to hack something... which is cool for a packman style of a game but for some serious work i always had to quit my projects because of DBPro's limitations...
If you want this buy this plugin if you want that buy that plugin... i have nothing against buying something but most of those plugins are unsupported and abandoned , so if you find a bug in them you have to keep hacking and searching for workarounds because they are not open source... after a while you will end up with a giant gargantuan messy code which is just basically a hacked workaround of another hacked workarounds... so you create a new empty project and say "here we go again..."
Using shaders is a really painful procedure in DBpro... Seeing Evolved shader examples really makes your brain explode...
while in most c++ game engines all those materials/fullscreen shaders are bult in. So having specular mapping on an object you have something like this :
mesh->getMaterial()->setMaterialType(MATTYPE_SPECULAR);
or have fullscreen bloom you will have this :
scene->GetRenderer()->GetRenderPath()->append("PostProcess/bloom.xml");
objects are ref counted so you don't have to care about memory management. All c++ game engines are 100% expandable. In DBPro if you need some additional functionality you have to write a dll... Passing void pointers and DWORDS in/out is totally unsafe and definitely not thread safe and probably will cause a crash at some point.
i know c++ feels scarry at first look , especially if you tried to jump straight in the middle with no knowledge or examining badly written c++ code , that can demoralize and scare people, but once you learn the language PROPERLY , you will see it's 100x easier to use than DBPro
[href=forum.thegamecreators.com/?m=forum_view&t=191567&b=5]Spark Particle engine[/href]
[href=forum.thegamecreators.com/?m=forum_view&t=199163&b=5]Transform gizmo plugin[/href]