Hi,

Exactly what I would have said. In Audio-gaming-terms, BGT si way way 
more... Let's say advanced than AutoIT. I mean in GUI... But I wouldn't 
use AutoIT even for gui stuff, It is to slow. But yeah. BGT si cool as it 
is and I am gonna buy it right away.

----- Original Message -----
From: Thomas Ward <thomasward1...@gmail.com>
To: Gamers Discussion list <gamers@audyssey.org>
Date: Sat, 10 Apr 2010 22:23:56 -0400
Subject: Re: [Audyssey] direckts.

> Hi,
> I just call them as I see them. As I've mentioned before if I hadn't
> already had a game engine of my own in development I would certainly
> buy BGT Pro myself and use it. I've written a few practice
> applications with 0.1 and over all it is a pretty nice engine for what
> it does. Stuff like Autoit doesn't cut it in my book, never did, but I
> think once BGT is fully developed it will blow everything else away in
> features.
> Let's face it the only other tool out there like it is the GMA Engine,
> and that was written in Visual Basic 6 where BGT is written in C++.
> Just using  a C++ core alone is a major advantage because it isn't
> linked to deprecated libraries and a language that is all but dead.
> Then, BGT uses Angelscript which is better suited to my C/C++
> background that is rather nice to have. the PB Streamway library looks
> pretty nice from the docs you sent me, and does a decent job of sound
> encryption. So I really can't complain too much with BGT so far. It
> has some limitations, of course, but I'm sure those will get addressed
> in future versions.
> 
> Smile.
> 
> On 4/10/10, Philip Bennefall <phi...@blastbay.com> wrote:
> > Thank you Thomas, for the complement. I'm happy to hear that you think 
so
> > highly of the tool even in this early stage. I'm just about to throw the
> > next public build out the door.
> >
> > Kind regards,
> >
> > Philip Bennefall
> 
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