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Re: Demo Game Plan
Adrian Ratnapala wrote:
> > I just noticed that I haven't responded to your latest Demo Game Plan mail,
>OK. Actually I have been quite remiss about this because I haven't
>been reading enough mail and replying even less.
How much free time do you have now?
For me, exams are approaching and the preparations suck up most of my time
:(
>I've been working on the Demo. I even have code. I haven't committed
Excellent.
>it, and won't until its starts looking like C++ instead of C++-like
>pseudocode (i.e I'll wait till it compiles). BTW: I have been
>using C++ features heavily, including the STL (since this is not
>a program which is pushing resource limits).
No problem with me. As long as it compiles (and works ;)
>GFX:
> Exports two main things, Sprites and Views. A the only View
>at the moment is the main viewport, but radar screens etc. would
>be view (as if you would have them in a platformer:) ). They
Why not? A kind of level map in some corner would be nice for example.
> Sprites: At present each agent has its own private sprite object.
>(The sprites can shared raster data though). It might make sense
>to let agents share sprites instead, not sure. Sprites hold
I wouldn't do it. The *sprite* should know its position, current anim phase
etc, so sharing those things would be silly. And if they share the *image*
data the extra memory used isn't even noticeable.
> This is intentional, only the "control" module should know
> about the semantics of keystrokes etc. So control will call
Good. makes adding configurability easier.
Christian
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