Hi folks,
Why it had four mins of talk about fonts is beyond me but ok,
@FellippeHeitor you've got a very soothing voice my man!
When i was at uni (my degree was in computer games programming) we had to use many different langages to make games. XNA, Unity, Flash and others. I would always make two versions, one in the specified language for the project and the other in QB64 using UnseenGDK. This was when we had the SDL version only so i dont know how much it will have improved but QB64 was never able to match the frame rates i could get in the other languages.
Because of the limitations of the language, such as types not supporting arrays, no function overloading and other things, making games in QB64 is tiresome in comparison to using for example, C++.
This being said, QB64 is an excellent way to introduce someone to coding for any purpose though games are of course the most fun, but it lacks a lot of what modern game dev engines incorporate, such as "a physics engine", but thats something im sure Steve or someone else who understands math much better than I could easily piece one together as a .bm library.
As for me, I dont make games much, i definately never finish them! This is only because i enjoy making the tools to make games more. My Quake 3 model loader for example, whilst it's still not finished, it does now support animations and positioning of objects via their tags (i.e you can add a gun to a model and it will be in the right position/rotation).
I've stuck some pics of some of my previous(and totallay abandoned) game engine dev work, thanks folks and happy coding.
Unseen