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	<title>Paradice Software &#187; 3rd party</title>
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	<description>Developing a role-playing game since 1981</description>
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		<title>3rd Party Code</title>
		<link>http://www.paradicesoftware.com/blog/index.php/2010/03/3rd-party-code/</link>
		<comments>http://www.paradicesoftware.com/blog/index.php/2010/03/3rd-party-code/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 22:46:42 +0000</pubDate>
		<dc:creator>Lawrence</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Good coding guidelines]]></category>
		<category><![CDATA[3rd party]]></category>
		<category><![CDATA[libraries]]></category>

		<guid isPermaLink="false">http://www.paradicesoftware.com/blog/?p=203</guid>
		<description><![CDATA[As a general rule, I like to write all of the code used by my games/programs myself. Not because I think I am the best programmer in the world, but because &#8211; for me &#8211; one of the main reasons I program is to learn more about how software functions on the very lowest levels, [...]]]></description>
			<content:encoded><![CDATA[<p>As a general rule, I like to write all of the code used by my games/programs myself. Not because I think I am the best programmer in the world, but because &#8211; for me &#8211; one of the main reasons I program is to learn more about how software functions on the very lowest levels, and if I used extensive 3rd party code (like Unreal Engine for my game, for example) a lot of that stuff that I *want* to learn about would be abstracted away, or worse: still present but obscured and intermingled with the 3rd party code itself.</p>
<p>Coincidentally, this is the same reason I don&#8217;t use managed languages like C#. I quite like knowing about things that managed code wants to hide! The increase in development time is not that important to me, I have no external deadlines to meet.</p>
<p>However, there are points beyond which it&#8217;s not practical for me to write the code myself, because it&#8217;s either A) incredibly complex, B) boring, C) proprietary, or D) so ubiquitous that it really doesn&#8217;t need reinventing. e.g.: writing code to decode an MP3 file into raw audio. I could *potentially* do this, but as it belongs to all four categories, I&#8217;m really comfortable with not doing it myself!</p>
<p>Currently in my Freepascal development I am using three 3rd Party Code libraries every day. And they are all excellent, both in terms of features and being easy enough that I can &#8216;plug them in&#8217; to my own lx7 game engine with very little work. Here they are:</p>
<h3>DirectX &#8211; by Clootie</h3>
<p>No, not DirectX itself (that deserves a whole separate subject!), but a port of all the headers/structures/glue code necessary to use DirectX in Freepascal. This gives me low level access to every function and interface used by DirectX itself, and the port is so perfect I was able to build my own graphics engine on top of Direct3D just by studying the (C++) DirectX SDK. Nothing is missing! Everything works! You probably won&#8217;t appreciate how rare this is if you normally use C++.<br />
<a href="http://www.clootie.ru/">http://www.clootie.ru/</a></p>
<h3>BASSfpc</h3>
<p>BASS is an Audio Library that makes it *dead easy* to play sound and music files of many different types. BASSfpc is the FPC port of this. BASS handles MP3s, WAVs, OGGs, and about a million other sound types, and it does it efficiently and with the bare minimum of code needed (literally about 4 lines of code to init the library and start playing an MP3!).<br />
<a href="http://www.un4seen.com/">http://www.un4seen.com/</a></p>
<h3>LNet</h3>
<p>The newest addition to my Libs folder. LNet provides a set of classes to implement networking, at the very lowest level, without adding any additional features or complexity. That&#8217;s exactly what I needed, because I want to add my own features and complexity! There are many many network libraries out there, but (for Freepascal at least) LNet definately gets my vote, for being simple, class-based, and extremely elegant.<br />
<a href="http://lnet.wordpress.com/">http://lnet.wordpress.com/</a></p>
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