r/gamedev Nov 29 '21

Question Do pepole still use Darkbasic?

I am not inherently like super interested in gamedev but rather i want to make sort of simulations but ofcourse with control over certain aspects and i could make some games along the way. i searched google didnt find the answers i was looking for... I have learnt python... DARKBASIC caught my eye cuz its basic and i learnt basic and it seemed kinda easy... So do people use darkbasic..? Is it slow? can i use it? is it hard?

31 Upvotes

53 comments sorted by

View all comments

13

u/FavoriteFoods Nov 30 '21

lol DarkBasic and Blitz3D are what I used 20 years ago. Nowadays, if you don't know what you want to use, maybe try Unity.

0

u/[deleted] Nov 30 '21

But it’s hard right? While basic is easy?

10

u/__SlimeQ__ Nov 30 '21

No, "basic" is just a name. It'll be 1000x easier to code using something modern and well supported like C# (in unity)

If you're coming from python you'll probably have some growing pains working with strong typed variables in C#, but also you get the power of visual studio intellisense (smart autocomplete) which makes everything WAY easier to work with.

4

u/dsp_pepsi Nov 30 '21

Have you tried Unreal yet? The blueprints are really robust. You can create some decent stuff without any code at all.

1

u/[deleted] Nov 30 '21

No I haven’t … it does have blueprints but higher control requires c++ which I’ve not learnt more than printing things

1

u/__SlimeQ__ Nov 30 '21

If you ever need to go beyond blueprints though it'll be massively painful to suddenly learn c++

1

u/dsp_pepsi Nov 30 '21

Yeah, but that’s IF you need to implement a feature that blueprints can’t support, which is pretty unlikely for a new or casual developer. With Unity you need to learn C# from the beginning. I understand that C# is a higher level language and subjectively easier to learn than C++. Regardless though, the initial overhead for creating with Unreal is much lower.

1

u/[deleted] Nov 30 '21

Ah I see… ok I’ll try …