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It's Like Game Maker, Only Better
RetroXYZ |
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Some of you may have heard of it, although most of you haven't. It's called ENIGMA. It's an open-source, currently in development, C++ alternative to Game Maker. It supports use of C++ right in the games, and you can even import GM files right into ENIGMA. | QUOTE (ENIGMA Website) | Description ENIGMA is a replication of Game Maker, written in C++, unlike both.
ENIGMA, or the Extensible Non-Interpreted Game Maker Augmentation, will take a language quite similar to GML and parse it into C syntax, followed by complete compilation. This compilation improves size and performance of the language by unbelievable amounts, while almost magically maintaining the simplicity of use.
That's right: ENIGMA will combine the power of a low level language with the simplicity of a high level language.
Improvements from GM The biggest improvements from GM to ENIGMA are as follows:
* The reduction in starting size. * The speed improvements from an interpreted language to a compile language. * The ability to compile DLLs and other C/C++ scripts right into the program. * The portability of the system, having more available options. * The security of being compiled. It would be insanely difficult to decompile back to C++, and impossible to get variable names anyway.
Improvements from C A few things are improved from C to ENIGMA. These are as follows:
* Prebuilt engine to base your creations off of; a simple interface that will take C/C++ * High level functions, and vars with variant datatypes. Arrays with no risks of overflow. * Resources included for you in the engine, no additional work
Note that the processes that will have to be taken may be slower than pure C++. However, this will be worked on and will most likely prove insignificant in the end. The simplicity that will come from the system will be more than enough justification for slight speed reduction, if any, from C. The events will be preprogrammed, as well as the other aspects that Game Maker has. Plus variables that some may find a waste of space will be optional, and you will be able to turn them off in the global preferences.
Data types will be dynamic if undeclared, but unlike in Game Maker, you will be able to declare something you do not plan to change as one byte. Or a short, double, string; whatever you like for optimal performance. This way, it will use less memory if you declare it yourself, but you will be able to switch between data types if you do not specifically declare it. |
Release 3 is close to being released (it'll be out later this summer), and so far, they have all the drawing functions, objects, variables, etc. done. So, if you wanted to make a platform engine (granted that you would have to make your own collisions without any help which would be a pain), you could do it. But, the collisions are done, and ready for Release 3. So, basically, later this summer, you can make your games way more secure, faster, and smaller.
Discuss.
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Super Stache |
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| QUOTE (RetroXYZ @ Jul 4 2008, 11:37 AM) |
| QUOTE (ENIGMA Website) | Description
That's right: ENIGMA will combine the power of a low level language with the simplicity of a high level language.
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The power of a low level language, with the simplicity of a high level language? I'll give it a miss.
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No guns, No butter, both will kill you.
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