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Re: Game Logic



On Wed, Aug 02, 2000 at 02:07:19PM +0100, Mark Collins wrote:

> The way I'm planning on implementing that sort of thing is similar to the
> way things are done in Quake 2... i.e. using shared objects to store the
> game logic, while keeping the engine itself in a seperate executable.

> This has several advantages over using a custom interpreter, mainly
> performance and development time.

It also has several disadvantages.
The one I'm most interested in is the ease of extension.

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