DRL > Requests For Features

General Progress Tracking -- Revisited

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Santiago Zapata:
Quoting: STLThat problem gets real interesting real quick.
That's an area I want to tackle, last real time game I created was about 4 years ago in QBasic, single player.

Quoting: STLIf anyone needs to discuss something about computers, you know where to find me.

Where?

STL:
Quoting: AnticheeseThe problem with MMOPong is that you have conflicts of commands coming in on both sides and without any communication between teams you are just going to be stuck without a moving paddle, The best solution would be to have a visible queue of people and give each person 10 seconds.
Why do you assume there are only 2 paddles? What about 4, on each side of a square, or, 6, cubic version with 3D graphics, or just 2 sides with more than one paddle (of different colors to "parry" different colored balls) each. IMHO, every paddle should have only one controller. The possibilities are endless, although some of them are lacking feasibility. Also I wouldn't say MMOPong, something feasible with pong in Massive Multiplayer Online genre, IMO, would not look like Pong anymore.

Quoting: Santiago ZapataWhere?
I was meaning here. I check this forum at least 5 times a week, any discussions can go on in off-topic forum, so everyone can contribute. I'd say that is the best way.

I'd suggest C#, VB#, J# or Java for any kind of game, especially if it's multiplayer. I'd go with C++, C or Pascal for games that really need to squeeze resources out of the computer.

Kornel Kisielewicz:
I'd suggest C#, VB# if you want to annoy the hell out of Linux people, and put your 0,02 M$ into the monopoly :)

STL:
Quoting: Kornel KisielewiczI'd suggest C#, VB# if you want to annoy the hell out of Linux people, and put your 0,02 M$ into the monopoly :)
 1- They are free. See Visual Studio 2005 Express Edition.
 2- Linux is not for gaming :). Also I believe there are some C# and VB# compilers for Linux around, but I might be wrong.

If you want 95% platform independency, go with Java. Java is flexible, almost completely platform independent, and very slow.

If you want to run your game on multiple platforms, IMO, the most efficient way of doing it it using C++ or C. You should split your game into two parts: Game and Platform. Game should only be data structures, algorithms etc for your game. Platform should be the part where you interact with OS (graphics, sound, file system etc.). Why C/C++? Because every platform (Windows, Linux, MacOs, Solaris etc.) has a compiler for them.

Santiago Zapata:
Quoting: STLIf you want 95% platform independency, go with Java
Yeah, abandon FreePascal and go with Java! ;)

Quoting: STL2- Linux is not for gaming :).
Woot!?

Quoting: STLYou should split your game into two parts: Game and Platform. Game should only be data structures, algorithms etc for your game. Platform should be the part where you interact with OS (graphics, sound, file system etc.)

I am sure Kornel knows about this ;)

Actually I myself split the game into four parts: Game, Engine, User Interface and System interface. The Game-Engine splitting, as known by anybody who's got into RL development, is the one that make your head hurt and I now think should be avoided. I wrote a small text about it sometime ago, you all can find it at http://peltkore.net/~szdev/ga/eng/docs/layers.htm

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