OK, this is gonna sound like a troll, but I'm gonna go for it anyway. These are my honest opinions, and I'm pretty damn sure I'm not alone.
I've gotta agree with the C++ band here, but you need to be careful about what you're debating here - languages and engines are two very separate entities. C++ vs DBPro as a language? You can't be seriously defending DBPro ...
I can cope with bugs in the 3D engine - "set camera to image" is probably doing a lot of work for just one command, so I figure bugs in the 3D engine can be forgiven. For simplicity of engine, DBPro wins; You can get the 3D engine fired up in a fraction of the time. But when you get compiler errors because you put a comment in the wrong place, I don't think that's a particularly good advert for the language itself.
Just because it's
possible to make a game in DBPro, doesn't stop it from being crap. I defy
anyone to maintain that DBPro is a well structured language, feature rich and bug free. The language feels stunted. It feels like it's been cut off just at the wrong time - just as it was about to get interesting.... U6 has been the flagship bug-busting patch, boasted as TGC's crowning moment. I have to ask, how long has DBPro been in the market? And we're still tweaking for/next constructs ?
Now, before you all come down on me with your WTFs and
s, reread what I've said. As a language bolted onto an engine, you can't lose. But, looking at the raw nuts and bolts, it's a bit flakey. Don't get me wrong here, I'll still be firing up DBPro this weekend.
Quote: "I mean, sure, C++ can potentially make better games, but for the average person it's just not possible. "
I don't see this as the case. C++ can be as simple as you like. Granted, the syntax is a little funny, and realistically, you need a decent string/array library in order to keep your sanity. But C++ is not inherantly complicated. If you want to just work with variables and functions, you can. If you want to work with classes, they're entirely optional.
Admittedly, it would take a bit longer to get a sphere on a matrix in C++, but you'd have a player class in that same amount of time, and if you ignore any complexities that the engine introduces, the code solving the problem domain will map to the conceptual problems a *lot* more closely than any DBPro implementation.
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But you see, I have the will of the warrior. Therefore, the battle is already over. The winner? Me!