"DPPRO will never be as fast as C."
C will never be as fast as assembler.
"C programming is the standard for professional game design."
C++ is the standard. With in-line assembler for the really meaty parts.
"C game engines are open source and free.(less then $55)"
Game engines are just that - engines. If you use C to interface with them then so be it. The speed is in the engine, not the language of the interface. Use a crappy engine and you'll get a crappy game. Decent commercial quality game engines are not open source or free.
"C games can be ported to other platforms."
Only if the engine is available on that platform. Try porting a DirectX game to a Unix box for example, or OpenGL to a Mac. Without various emulators/convertors it's not so easy.
"Most C game engines come with better tools then DB or DBPro."
Use Hammer to create your BSP levels (if it's good enough for Valve, it's surely good enough for you). Use 3D Studio to make your models. Use Cubase/whatever for the music. Use Character Studio for the animation.
Show me some tools that come bundled with "free/cheap C game engines" that rival those. Good tools do not make a good compiler.
There are a number of quality game development tools on the market ranging from free to $500. (ie. RealityFactory, 3DGamestudio, Blender, Fly3D etc.)
Okay.. RealityFactory is an SDK, Blender3D is an SDK, Genesis3D is an SDK, Fly3D is an SDK.
None of these things are programming languages. They are not directly comparable to DBPro and without C++ knowledge are useless. That is not what DBPro is aimed at.
3DGameStudio is the only package you mention that can be compared to DBPro and even then only the C-script (or lower) versions of it. The decent version that would let you make a commercial game requires C++ or Delphi skills.
"If anyone is serious about producing commercial products then they should also remain subjective and keep an open mind. Don't get stuck on a single product. Expand your resources."
I would agree with this - if someone is serious about writing commercial games then they should learn C++, math and physics and do it very soon. If they already know C++ (and I mean know it well, we're not talking the ability to compile someone elses libraries here) then they should look at interfacing with the DirectX API directly for maximum speed (or whatever "game engine" bakes their noodle).
However the guy that started this thread is NEW to programming, new to game design and wants to start somewhere in which case you've shown me absolutely no evidence to prove that DBPro isn't going to be ideal for him.
Cheers,
Rich
"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming