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 » Quoting: Comment on: NightFox’s Lib Version 20110906
fifth_horseman Poland

  Sat, September 10th, 2011 at 12:19
MJaoune on Fri, September 9th, 2011 at 08:51 GMT  
You can't write directly in ASM unless you have an Assembler/Compiler. Any programmer can write in ASM (Even for the DS) using gcc compiler, but can't without a compiler.
You're mistaking writing the program code and compiling it. The first you can do with any text editor - even Notepad. It's compiling that code into an executable that you need the compiler for (duh).
It is too hard for a human to write in assembly (Or even C++) without a library (Libnds in this case) that controls the hardware and provides functions to control the hardware.
Not quite. It's perfectly possible to code in assembly without using any third party libraries, all it means is you have to code all functions you need on your own (and gain more in-depth familiarity with the platform; not a bad thing, except for your sanity). Far as C and C++ go, you still can write your own using inline assembly - otherwise you have no choice but to use third-party libraries and/or header files to supply you with the functionality you need.
The commercial games you see in stores are not hardly programmed, since they use an Engine to make it easier for them to program the game.
A pre-made engine doesn't provide you with everything you need - more often than not it's just a shortcut to get some of the functionality you need without having to code that part from scratch and thus allowing you to focus on the next step of the development... which is not unlike what Allegro or NFlib do. And it still doesn't mean that a third-party game engine won't be customized to fit the developers' plans for the game.
Very few commercial game programmers can program a game using raw OpenGL.
Because often they don't need to. The time of commercial games being produced by a single person pretty much went away with early 90's if not earlier. When there is an entire team working on a game, it's only logical to divide the tasks according to their competence - and then you end up with different areas of specialization. To give a general example, there's no point to demand your AI programmer to be able to do something that you will never assign him to doing.
I hate commercial game programmers that use Engines to make it easier for them to program,
It's like saying that you hate programmers who use IDEs to make it easier for them to program. It's not hardcore enough for you, but it's a practical choice for the industry.
Fact: Unless you've manually coded the behavior of every single object in the game (which I'm sure everyone here will agree is an utterly insane idea), you are using an engine even if you refuse to admit it. Otherwise, you'd find it near impossible to produce anything beyond a Pong or Breakout clone... and the latter is pushing it.

This post has been edited by fifth_horseman, Sat, September 10th, 2011 at 12:22

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