It appears to me that someone has resorted to their old ways, accusations and claims. So buckle up folks, because I'm about to get some crayons out to do some xplaining. The only thing I can promise at the end is the likelyhood of salty tears and another tantrum.
post #9: The fact that something hasn't been updated in 8 years does not mean that it won't be updated. He could get bored, he apparently handed it to someone last I spoke to him. There are all kinds of ways that BGT could get updates, so don't just assume t hat it won't until there's evidence to support that. This doesn't mean that you should throw all your eggs in the BGT basket, just that you shouldn't be making such claims.
post #19: This is where you start screaming that the person is making themselves look like an idiot and throwing insults around. You know, the ones you always accuse others of targetting you with. A language is a language, and there's no need what so ever to comply with the sighted realm and make games in python and c++ simply because they do. I have thoughts on BGT, but I'll get to them when someone who has taken the time to write a grown-up post makes their comments heard. PS: this is coming, hold on to your socks.
#22: the PE size being different certainly does prove something, but you attack this later, so I'm just going to stick with saying screaming someone is wrong is yet again wrong, and I'll happily disprove everything later, to add to what Carter has already done and said.
#38: Wowee, finally a post with some substance. I like this, we should talk. I don't really mind BGT in that people write things in it. I have multiple issues which really aren't issues in and of themselves with BGT in general.
1) This virus flag is kind of annoying and makes it really really hard to run in a lot of places. It will pretty much kill your ability to widely distribute, and I've seen all kinds of people turn away when they either couldn't get around the issue or rightfully don't feel comfortable running something flagged as a virus.
2) It doesn't really seem to have spawned all that many good developer practices. Maybe the ease of use brought the copypaste coders out of the woodwork, I truly don't know. It does bridge the gap between compiling a ton of dependencies, dealing with python packaging, etc, but most people copy code and have repos of code that are not checked or haven't really had much work done on them. I present to you as exhibit B, sam's rotation code which is very flawed and which all kinds of people use rather than bothering to do their own math and research. More mainstream languages provide this kind of code in libraries written by people who know what they're doing for the most part, and it's not super hard to find rotation code, or a library that will help you with it.
3) There are a lot of issues with extending games. One of the things I witnessed a lot was Sam saying "Well BGT sucks for X, but redspot is already x lines of code and I don't want to restart." At the point where you start running into issues imposed by a very old and outdated scripting engine or a terrible networking library, you've probably already sunk a lot of time and effort into writing your game and simply don't want to restart. This just makes the decision to continue bolting things on to an already project more viable, and it makes the likelyhood of bugs and issues persisting much higher.
4) Finally, programming has a decent learning curve. I don't know particularly how I feel about that, I don't want to say that facedesking until you figure out just which magic words to say to make python work properly in a nice compiled package should be required for everyone, but the complaint I usually see is people moving from a language where everything is handed to them to a language where they might have to write their own things like a game menu. There are things that solve this problem, but unfortunately the python library that most of the people I know are working on isn't going to be public, so that problem won't ever be solved until someone steps up and does the same song and dance to create an audio game toolkit in Python or something similar.
All of this said, I do agree that there is an advantage which you'd only get through a high level language in that BGT is easy to rapidly develop, prototype and create your ideas in and doesn't require a PHD in smart pointer management. I think Python would somewhat serve as a solution to this as well.
#39: I agree with most of this except for the single threaded application bit. Unless you're using a language that truly supports threads, this doesn't matter anyway. Usually multithreading is not the solution to performance.
#41: You're comparing apples to oranges here. He's saying the BGT stub is a different size, and you are arguing this point and saying that this doesn't mean anything. There are ways to verify if things were added or removed, some of which Carter already explained, but I also don't think that debug vs release stubs exist in BGT (I could be wrong). Optimization plays no part here, as the code is not available and thus can't be optimized, at least the stub itself can't. Finally, people tell you not to use -O3 because many of the optimizations enabled by -O3 above -O2 can slow your programs down, not because it makes your code do weird things. You've thrown a lot of facts in here, many of which don't actually address any of the points made about the stub size being different across the BGT that everyone gets, and the stub being different for another game.
#48: 46 didn't really disagree with you on your integration with the sighted community, but you're clearly to busy handing out tidbits of wisdom like a broken Yoda not to have bothered to read his post.
Now we've devolved into Ethin screaming about retarded bullshit statements, so I'll leave you all to watch the show. Someone give the toddler a juice box.