Re: current landscape of audiogame creation tools

I don't really mind the lack of 3D audio until we get past the uncanny valley issue (though it might just be me). Most of the stuff that bugs me are things that aren't really necessary--the lack of built in midi or graphics support, mostly, but the inability to interface with most external libraries is a downer, too.
(I'm pretty sure you can do lots of things in the Windows API through BGT, and those which aren't available are easy enough to wrap... but it's still rather cumbersome.)
Also, the nature of BGT dictionaries is kinda hideous compared to every other language I've used (I'm guessing they're based on C or C++ dictionaries?). _javascript_ straight-up merged them with arrays, and Python's dicts are pretty similar. Java's HashMap's are more cumbersome and restrictive, but still nice enough compared to those available in BGT.

BGT is for audio games, and audio games can get away with lots of things that graph ical games started sharing libraries to avoid a long time ago. If anyone would actually make an audio game that requires realistic physics or geometry, they'd be working from scratch in BGT. But since most audio games can get away with tiles, voxels, and axis-aligned simple shapes at most, it hasn't been an issue.

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