Joel Vennin wrote:
I think we should use a more abstract library (for graphics and
network)
which is already done in order to save time. Because as you can see
it, we
have not lot's of time. Alexandre seems to be die under paper and
under its
thesis (it's like me).
Mh. I was thinking about that too, but a little afraid to raise the
topic. There are a few things to consider, though:
[1] do we want to keep the backend code? I personally am in favour of
that, because it ensures a long lifetime of the engine. Who knows what
gfx library will be in use in 10 years time? With the current
approach, we just have to replace a thin layer to make use of it. And
that without locking out people who want to stay with SDL 1.x.
That means, whatever library we'd chose, we'd need to put it on top of
our backend architecture. So whatever lib we pick, it should be as
backend-independent as possible to begin with.
[2] Technical concerns aside, we need to specify what we want to be
able to do. No use in picking a library that needs to be rewritten to
a large extend, because that would probably be as costly as writing
our own.
So yeah, we have to compile a list of what we want, in order to make a
good choice.
[3] Regarding 'yet another dependency': I imagine that if we have to
make some changes to any code we chose, we can as well fork it and
copy into our source tree. So there wouldn't be any more dependencies
to be concerned about. But, as you said, Joel, we had to do it nicely,
with approval of the owner. (As it would be GPL'd, there shouldn't be
any problem with this anyway)
To conclude: I wouldn't see much problem with picking an existing GUI
lib right now (although even that means a little bit of porting work).
Picking a map engine seems a little harder, but if we could find a
suitable one, I'd be happy to try it out. We do need some advancement.
Any comments, suggestions?
Kai
Le Mercredi 22 Septembre 2004 08:24, address@hidden a écrit :
Driving through some nice landscape last weekend with cool weather fx
gave
me the following idea: Each map should have a 'weather schedule'
attached.
I.e. a Python script that controls special fx like clouds, fog, rain,
snow,
sunrise, sunset, etc ...
These scripts need to be per-map for the following reasons:
- each map is different, so global weather fx won't work. There would
be no
snow in the desert, only sand storms. Fog would be in forests or near
water. - Tuning the weather to fit to each map will vastly improve the
atmosphere of the game. - for performance reasons, the python scripts
execution could be simply disabled, thus stopping costly graphic
calculations (the scripts itself would be event based, so little
overhead
here)
One particular idea for an effect I had was to have water reflect the
stars
at night. Should be possible with an additional, transparent layer on
top
of water tiles.
Really good idea, it will be more realistic.
I've some suggestion about the adonthell core. In fact, we have (or
kay
has :p) a good background for adonthell. All is scriptable, it's
possible to
create scenario, (we have all ready some good scenario, story, etc) .
But on
the foreground, what we have ? We have some primitive functions that
allows
to change between graphics library, to draw some pixels on the screen
with
nice color. My suggestion or my think is :
I think we should use a more abstract library (for graphics and
network)
which is already done in order to save time. Because as you can see
it, we
have not lot's of time. Alexandre seems to be die under paper and
under its
thesis (it's like me).
I would continue to contribute to adonthell, but if we can save good
time
using more higher library it will more acceptable for myself. We can
find a
higher library and why not hack a little this library with is owner in
order
to support python script.
I'm waiting yours responses. I don't want a response that tell me: "Oh
no, i
don't want another libraries depends".
Jol
Well, so much for that idea.
Kai
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