{"id":203,"date":"2010-03-07T11:46:42","date_gmt":"2010-03-06T22:46:42","guid":{"rendered":"http:\/\/www.paradicesoftware.com\/blog\/?p=203"},"modified":"2010-03-07T11:46:42","modified_gmt":"2010-03-06T22:46:42","slug":"3rd-party-code","status":"publish","type":"post","link":"http:\/\/www.paradicesoftware.com\/blog\/2010\/03\/3rd-party-code\/","title":{"rendered":"3rd Party Code"},"content":{"rendered":"<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>\n<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>\n<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>\n<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>\n<h3>DirectX &#8211; by Clootie<\/h3>\n<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 \/>\n<a href=\"http:\/\/www.clootie.ru\/\">http:\/\/www.clootie.ru\/<\/a><\/p>\n<h3>BASSfpc<\/h3>\n<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 \/>\n<a href=\"http:\/\/www.un4seen.com\/\">http:\/\/www.un4seen.com\/<\/a><\/p>\n<h3>LNet<\/h3>\n<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 \/>\n<a href=\"http:\/\/lnet.wordpress.com\/\">http:\/\/lnet.wordpress.com\/<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<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,<\/p>\n","protected":false},"author":2722,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,18],"tags":[22,77,23],"class_list":["post-203","post","type-post","status-publish","format-standard","hentry","category-code","category-good-coding-guidelines","tag-3rd-party","tag-code","tag-libraries"],"_links":{"self":[{"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/posts\/203","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/users\/2722"}],"replies":[{"embeddable":true,"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/comments?post=203"}],"version-history":[{"count":2,"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/posts\/203\/revisions"}],"predecessor-version":[{"id":205,"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/posts\/203\/revisions\/205"}],"wp:attachment":[{"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/media?parent=203"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/categories?post=203"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.paradicesoftware.com\/blog\/wp-json\/wp\/v2\/tags?post=203"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}