Re: [Alephmodular-devel] Question about modules
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-01-03 06:11:38
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On Friday, January 3, 2003, at 12:35 AM, Alexander Strange wrote: > Does the modular concept just extend to code design, or does it > actually mean that the various parts will be turned into swappable, > dynamically loaded plugins? > > If it does, I would recommend using the dlopen()/dlsym/etc APIs. > They're available on almost all Unixes, and there's an emulator > library for OS X at http://www.opendarwin.org/projects/dlcompat/. > There might be something like that on Windows, too; I have no idea how > plugins are handled in Classic MacOS. For the High Level Modules I am thinking of things which are chosen and integrated together at compile time. I want it to be so that you could strip out say all the monster, physics, and GUI code and work the remainder into a visual mode for an editor. Lower level elements would be good code design, hopefully. So far the only area which has drifted into the realm of potential plugins is the 'Bios' area. And in answer to your question in another post, 'Bios' is so far the best name running for a module to own all of the definitions that currently exist in the code. Everything from default physics to interface resources. It's ok for Marathon to refer to _pfhor_fighter or _fusion_pistol_blast, but kind of limiting for any other project. -Jeremy Parsons |