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Re: CF: Split engine vs rules?
- To: Mark Wedel <>
- Subject: Re: CF: Split engine vs rules?
- From: Pallav Nawani <>
- Date: Sat, 25 Mar 2000 10:44:15 +0530 (IST)
- cc: crossfire mailing list <crossfire (at) ifi.uio.no>
- In-Reply-To: <>
- Resent-Date: Fri, 24 Mar 2000 23:51:27 -0600
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On Fri, 24 Mar 2000, Mark Wedel wrote:
.
.
.
>
> My general idea is that the engine would include the code that pretty much all
> games would need - map loading, storage, rendering. Basic object loading &
> saving, linked lists to insert/remove from map and other objects, and the basics
> of movement. In a sense, this engine would provide enough (with perhaps just
> very minimal additions) to be able to move around in a created world, but not
> really interact with it.
Seems like a good idea.
..
..
> I am not really sure if this is the way to go, but if it is, now is probably a
> good time to start going in that direction.
I think it really is time we did this!
...
..
> Disadvantages:
>
> - a bit more work to make 0.96 happen. OTOH, getting a working engine out
> would probably happen faster than it would take to get a complete 0.96 game
> under the current model out.
Ok, Id like to help here. I have played crossfire a few times &
liked it. I'll probably begin by looking at the sources-- any
suggestions on where to look?
> - fragmentation of developers - you may end up with multiple game systems being
> developed, which means that none gets concentrated on as much, so balanced map
> and/or game system just really doesn't happen as much.
There is no need really to develop diiferent game systems.
pallav
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