[Freeciv-Dev] Re: libkdegames
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On Fri, Dec 28, 2001 at 07:58:09PM +0100, Gregor Zeitlinger wrote:
> On Fri, 28 Dec 2001, Neil Stevens wrote:
> > Oh, by the way, there already is a KGame in libkdegames, that is a
> > multiplayer game framework. So an extra libadvkdegames is unlikely. :-)
> > See http://www.freekde.org/article.php?sid=24
> I wasn't aware of that, thaks. Looks quite nice. Here's a short summary
> from the link above:
>
> Feature list:
> - Easy to use network options. All games will be network
> aware without programming much network and certainly
> without needing to know about sockets, TCP etc.
> - chat widgets dialogs, predefined network and game
> configuration dialogs available
> - load/save of your game with about one line of code.
> You can use the load/game mechanism even if you don't intend
> to write a network game.
> - Game flow logic, nextPlayer, gameOver, ... available
> Suitabel for tunr based and not turn based games
> - Game variables bases on property system. It even allows
> runtime inspection of the game properties in a separate window
> - Flexible and easy exchangable input modules, e.g. keyboard
> or mouse (others like joysticks, ... can be added later)
> - Object orientated game design: Game - Player - I/O
> - Very easy to program computer player either direct or even
> in a separate process without you needing to know about
> processes or interprocess communication
> - Computer players can be replaced by network players or vice versa
> even in a running game
>
> What about maps and views of maps (isomeric or classic bird eye)? It's
> common to Boson and Freeciv at least. And what about units that can walk
> across the map? And something like a city in freeciv or a building in
> Boson?
> Don't get me wrong. I think it's great not to reinvent the wheel every
> time, but I think the idea can go a bit further. Something lile the gnu
> gaming zone is probably on that list as well.
> On of the things that might be hairy is performance. The freeciv network
> protocol is designed for that purpose and therefore quite fast.
> Also, what's about ai support. Since this is a fairly complex task, a
> library would help. We've discussed scripting for this purpose. Is there
> something for that planned in KGames (like PyQt)?
Another problem: the automatic propagation of properties can only be
used for properties which all parties knows. The amount of money a
player owns isn't contained in this set.
And yet another problem: C++
Raimar
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