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[Freeciv-Dev] Re: Development Strategies
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To: Mike Kaufman <mkaufman@xxxxxxxxxxxxxx>, "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Development Strategies
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Wed, 5 Dec 2001 04:57:06 -0800 (PST)

--- Mike Kaufman <mkaufman@xxxxxxxxxxxxxx> wrote:
> On Mon, Dec 03, 2001 at 09:24:33PM +0100, Per I. Mathisen wrote:
> > On Mon, 3 Dec 2001, Daniel L Speyer wrote:
> > > The current system of flags *hasn't* worked for getting all sorts of
> > > interesting rulesets, so let's try changing it.
> > 
> > A lot of things _can_ be done with the current ruleset structure, but very
> > little _has_ been done. Why? I don't think the answer is as obvious as you
> > try to make it appear.
> > 
> > The one biggest problem with the current rulesets is, IMHO, that the
> > number of improvements is still fixed, along with some improvement
> > effects that are still hardwired (which is why the number is fixed). If we
> > fix that before the next version and get some decent isometric tiles and
> > some music+sound, I think this would give a lot more interest in writing
> > rulesets for the effort we put into it.
> > 
> > I'm sceptical of a full rewrite of everything. It is a bit too massive
> > effort for one person, and design by commitee doesn't work for open
> > source. I'm afraid all that talk is going to melt into thin vapour. I
> 
> I too am a bit skeptical. I cringe when I read that some project just
> _has_ to go OO. I certainly haven't been convinced that is the case
> here. For sure, there are subsystems freeciv that need a major rewrite
> (I applaud the people doing the AI cleanup. A couple months ago, I had
> an AI idea and got scared stiff when I started looking. I also think
> that a lot more headway does need to made on generalized improvements,
> especially before a lot of new AI work gets done.)
> 

What exactly did you not like about the AI? Now is the time to complain. With
Petr, and myself hacking on the AI, if you have problems speak up. The
generalised improvements stuff I am not interested in. The AC people have some
good ideas on that issue, and for the moment I'm more interested in getting GB,
Petr and my patches into CVS.

If you want to see a nicer AI, check out Petr's site(and apply my patches and
GB's warmap patch). It's what I use to figure out what the hell the AI does.
Read any emails Ross sends out as well, and Raimar has sent out a few gems
on the client side ai. Tony is the guy to ask about diplomacy.

<snip>
> I didn't think that I'd be quoting Trent Piepho, but this _is_ supposed to
> be a game, not a research project. 
> Well, I don't know about SDL, but for a good 10 minutes a month back, I 
> thought hard about an OpenGL client. I'd probably embed it in a Gtk
> frame (you can do that?) and then all the map rendering would be
> with OpenGL. It certainly would the cool as all get out. (and it doesn't
> have to be a rewrite, just add a /gui-opengl)
> 

I'm looking forward to it. I love eyecandy!

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