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Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack
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Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack

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To: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack
From: Daniel Sjolie <deepone@xxxxxxxxxx>
Date: Tue, 1 Jun 1999 11:03:06 +0200

On 1999-05-29 10:38:05, Jules Bean wrote:
> Per Mathisen wrote:
> > 
> > Mark Nettle wrote:
> > > > > That covers quite a bit. Others might be able to add more. Looks 
> > > > > eminently
> > > > > do-able - if a lot of work. Is this what whoever it was (sorry this 
> > > > > is a
> > > > > very messy account for me to get/send email to/from) was planning?
> > 
> > David Pfitzner wrote:
> > > > especially: http://ulven.ifi.ntnu.no/freeciv/buildings.ruleset
> > 
> > On Fri, 28 May 1999, Jules Bean wrote:
> > > A more flexible approach, of course, would be to embed a simple
> > > interpreter...
> > 
> > The big problem with extending the buildings ruleset, apart from being a
> > lot of code to write (for somebody who is not yet very proficient with C),
> > is that I have to pay a lot of attention to speed issues, in particular as
> > regards the AI. That pretty much rules out an interpreter, I am afraid.
> 
> Hmm.... maybe you're right.
> 
> But Quake, for example, runs an interpreter for its 'game rules', and
> it's a fairly fast moving game...
> 
> Maybe I'll have a look at it over the summer, in terms of a feasibility
> study, and report back here if I get something working.

I'm doing a lot of pondering in this area...
I'm considering plugins...
Using glib it can be done quite portably... (sp?)

/Daniel

-- 
Now take a deep breath, smile and don't take life so seriously... :)

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