Re: [DM-dev] Dungeon Rendering :)
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henningsen
From: Henningsen <al...@gl...> - 2001-04-29 22:25:28
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>Pretty simple, I think. Now once I can load my serialized data, we can store >and user-created load dungeons. > >It wouldn't be hard to implement a small scripting language, like: >room( x, y, w, h ) >wall( x, y, orientation, length ) > >Should probably just use that for the config files, I guess. It's just that >parsing that stuff is such a pain in the butt in C. I can be done, however, >and I wouldn't mind doing it, if it makes sense to use a "script" instead of >a "config file". The objects would simply save themselves in "source code" >format: >room( 12, 47, 7, 7 ) I would just design a file format that is easy to parse, (can be edited by humans ???), and still can hold all the data we need. But I get the feeling you are a perfectionist;-) Still, with the classloading stuff, I think you don't have to go that far. Just assume all the subclasses that people are going to use are all compiled into the program. I mean, if someone writes a new subclass, they are probably smart enough to be able to recompile the program including their class? And anyway, we can include a nice set of precompiled classes. If you want to write the perfect app, OK, but otherwise let's just write an app that is good enough to make the perfect dungeons;-) People here in Nova Scotia are usually trying to do things "good enough", and that is very wise i think. Saves a lot of trouble, anyway. Remember to give doors the number 7;-) like in floor=0, wall=1, high wall=2,... door=7! C'ya, Peter ???: If we have an interactive design program, the file does not even have to be editable by humans as far as I'm concerned. And if it's not edited by humans, you can let the file reading function fail for any missing space or added comma or whatever (like I do anyway). Then things shouldn't be so hard. |