This is the first time I've used PB for gamedev, as most people (me included) see it as more of an app-dev language, but I wanted to see what it was capable of in terms of speed etc.. and I thought you might be interested in the result. Bare in mind this was thrown together in about 3 months, and I know there are better examples of games written in PB out there.Jewels of Egypt
is a match-3 puzzle game that started out as an experimental framework for 2D games. I'll probably get flamed for this, but I used the IW (Irrlicht Wrapper) instead of the perfectly capable built-in PB stuff, but as I said, it was an experiment and I also wanted to try out both the IW and N3xtD wrappers for Irrlicht on various projects. This one just happened to use IW (sorry Fred
Speed-wise, the game throws 100's of sprites (2D-in-3D orthogonal quads) and particles around with ease, and only occasionally dips in frame-rate during huge chain-reactions, but delta timing takes care of that, and for this type of game, PB far outperforms the now dead B3D.
The end result is that I'll be adopting PB as a game dev language, as well as for apps; and will probably try the built-in 2D for another similar project, but will stick with N3xtD for 3D games (until Fred & co update PB's Ogre). I also think PB should be marketed more to game-devs, since it's extremely capable for games and apps, and not enough people seem to know about it.
Feel free to turn this thread into a discussion about PB's built-in stuff vs PB+libraries for game dev. I'm interested in what other people are using, and what limitations they've found (if any).Read more on the blog: http://www.innesoft.com/blog/2010/08/jewels-of-egypt-launched-today/Product page: http://www.innesoft.com/product.php?ID=74Grab the 6-level Demo: http://ftp2.bmtmicro.com/Setup_JewelsOfEgypt_DEMO.exe