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Re: New directions with much less objectives (Was Re: Comments?)
>
> On the other hand for the gamewriter it can be confusing what library to
> use. A game written with a collection of libraries is depend of the
> support for each of them. Incompatibilities and linking problems are
> difficult to foresee for every kind of combination. And the portability
> is defined by the subset of libraries used or different combination have
> to be used on different platforms. Common case: library A is running on
> system 'Sa' and 'Sb' but library B is working only with 'Sa' but library
> C can replace B on system 'Sb' but won't work with 'Sa' (but also needs
> some rewrite of the game cause of a slightly different
functionality).
Thisi s true. This is why, if a complete set of pplay components are
available, they would provide developers with a clean set of "headache
free" tools (pplay-in-a-can).
What you are listing here is very, very, similar to PPlay goals.
>
> The functionality is defined for:
>
> Basic object functionality: All non-primitive classes are derived from
> one main class that has reference counter (how often is this class
> referenced), a 'instanceOf' method for safe casting etc...
Well, we have a base class, which does absolutely nothing when
debugging. There was also a class derived from that which did
reference counting, but I got rid of that because I decided
it was evil.
>
> Message system: use Observer/Observable pattern. Or slots like in qt.
>
Yep. In fact we have something a bit better than qt, more like gtk--,
which can do everything Qt can do + multicasting.
> Time: Get fine granular (at least 10ms) system timer and countdowns
> message system.
>
Correct. In fact we do a bit more, we have (plans and a long dead
prototype for ) a low level system with a C interface for getting
basic events such as system signals, alarms, async I/O. When I
designed this thing, I found that threading came into this part
as well.
> Network: Basic network functionality. TCP/UDP. Let's look at
zombie.
I have no idea what is going an with networking.
>
> Sound: Basic sound output. Later: Dolby surround, 3D sound etc. IO
> support for wav-files.
>
Again no Idea.
> Graphics: basic pixel operations / Graphics output. Support for
> 8/16/24/32 bpp at any resolution. IO support for gif (input), jpeg (IO),
> bitmap (IO) and more to follow.
Working on this. I'm doing the lowlevel stuff now. We need a
seperate but realted graphics-file component.
>
> Input: Support for joystick, keyboard, mouse ...
>
Someone was working on that. But there is no code in CVS, and
I am not happy.
> Resources: Provide a resource control like the registry under Windows or
> the Xresources under X11 to access global and local (system specific)
> settings and data.
When we no what resources we have, we will have to design a
configuration sytem like this. I have no idea what it will
contain.
>
> Be compatible to and maybe partly use following libs:
>
> Threads: posix-threads
Definately.
> GUI: QT and Tcl/Tk
This is an issue only for the graphics API and that is working
on top of GGI. The code is modular enough to let other targets
be added, but I have no plans for this, and I wouldn't be thinking
of high level GUI orient systems like GT and Tcl/Tk.
> 3D-Graphics: OpenGL
Definatly.
>
> --
>
> The implementation uses different libs on different systems and primary
> the PP-libs. We could name this subproject of PP the
> 'Penguin-Framework'. Is that ok?
>
> I think i can use some design and implementation of PooG (Portable
> Object-Orientated Game library) a former project of mine i was working
> in my spare time for some years.
>
> Are you willing to add a new subproject of PenguinPlay called
> 'Penguin-Framework'? And to accept me as the coordinator and responsible
> man of the Penguin-Framework project with all the aims described above?
>
> Then i'll start writing header files and specifications! ;)
I don't mind, but first we would need some more discussion of exactly
what you will be doing.
> Die Breite an der Spitze ist dichter geworden. (Berti Vogts)
Ich glaube dass, waere das auf Englisch geschrieben, wuerde ich
es trotzdem nicht verstanden.