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[Freeciv-Dev] Python?
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To: "Freeciv-Dev" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Python?
From: "Brandon J. Van Every" <vanevery@xxxxxxxxxxxxxxxxxxx>
Date: Fri, 19 Dec 2003 07:05:37 -0800

Marek Baczek Baczyński wrote:
>
> BTW, it shouldn't be THAT hard to wrap common client code into some
> Python module and do an AI client,

Sure it's easy... if Freeciv C code is good.  In the eyes of an OO
developer who doesn't wish to waste his time.  Haven't made that
evaluation yet, I'm getting to it.  FWIW, Xconq code was pretty bad.
All "flat," like worry about 400 functions to write a client stub.  Hope
you guys are much better.

> something wich is predicted to
> happen at some time anyway? *hint for a certain fire-breathing person*

A Python binding?  Timebound on this prediction?  If it's not happening
within a matter of weeks, it's not terribly relevant, although I'd at
least like to contact whomever's working on it.  We had a discussion
here about Python, not long ago.  No interest was communicated to me,
and only 1 person said they were working on any such thing.  The
Gatekeepers said nothing could possibly happen for another 6 months, and
for me that's not acceptable.

Petrus Viljoen contacted me privately and said he is working on a
scripting thingy for several languages, including Python.  I am
concerned the Gatekeepers may not be aware of his work, or interested.


Cheers,                         www.indiegamedesign.com
Brandon Van Every               Seattle, WA

20% of the world is real.
80% is gobbledygook we make up inside our own heads.



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