DRL > Requests For Features
General Progress Tracking -- Revisited
STL:
Quoting: Santiago ZapataYeah, abandon FreePascal and go with Java! ;)
I'm hoping you are not suggesting pascal (or *pascal* ) is platform independent.
Your article can be a good start for beginners. But I didn't understand why would you place UI in a seperate bin. It's rather an interesting idea to split Game from UI, why would you change Game or UI independent from each other?
And again, I'm not saying what Kornel knows/doesn't know/can do/cannot do/whatever. Whether anyone realizes or not, there are people in this forum who want to get started on doing something on their own, I'm merely trying to help them.
Kornel Kisielewicz:
Quoting: STLI'm hoping you are not suggesting pascal (or *pascal* ) is platform independent.
That's the whole point : you obviously have some proper education in the IT field, but don't now all the nuisances yet. DoomRL is written in FreePascal ( http://www.freepascal.org/ ) and FreePascal IS highly portable. The number of supported platforms is great, and the portability of FreePascal code is a lot greater then C/C++ code.
Santiago Zapata:
Quoting: STLBut I didn't understand why would you place UI in a seperate bin. It's rather an interesting idea to split Game from UI, why would you change Game or UI independent from each other?
Well, more than separate bins, I am talking about separate modules on the same bin, if your implementation language allows that...
The idea of Game and UI being independant is to allow replacement of these modules via definted "interfaces" so that only one Game has to be mantained but several representations can be provided
Quoting: STLI'm merely trying to help them.
Ok ;)
STL:
Quoting: Kornel KisielewiczFreePascal IS highly portable. The number of supported platforms is great, and the portability of FreePascal code is a lot greater then C/C++ code
Ok, let me explain:
Portable : You implement your program, build and run it on a single platform. You bring your source code to other platform, fix it for platform differences, build and compile it. Repeat for each and every possible platform you need to support.
Platform Independent: You implement your program, and you are done.
So, portability is not platform independency. Since no one, including the developers of these games, expects this games to work on every platform, it's not a big issue. But everyone wants to support main platforms. Just for the sake of argument, if you used a platform independent language such as Java, there would not be a Linux version, there would be only one version that works both on Windows and Linux (and MacOs, and Solaris, and... well you get the idea).
I've checked out the FreePascal site, and in the main page, they say that they are supporting 9 OS and 4 processors. FYI: C/C++ is supported virtualy on every OS and processor.
Quoting: Santiago ZapataThe idea of Game and UI being independant is to allow replacement of these modules via definted "interfaces" so that only one Game has to be mantained but several representations can be provided
Ok, It's just you are considering Game = Logic of the game (internal objects data structures etc), UI = (UI interactions of the user that is based on the logic, which makes the real gameplay experience).
Kornel Kisielewicz:
Quoting: STLI've checked out the FreePascal site, and in the main page, they say that they are supporting 9 OS and 4 processors. FYI: C/C++ is supported virtualy on every OS and processor.
Tell me at least one that is not listed there, that I should care about ;].
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