From: Ben S. <bs...@vr...> - 2002-06-13 22:33:06
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> > As for GameKernel, I was also having problems with it relative to mouse > > clicks. About 30% of the time, it misses my mouse clicks. I guess I click > > to fast ... ;) > > cool, add a task and it can be something to fix. but i don't see how this > keeps us from using game kernel in the prototype. actually GK will save > tons of dev time not reimplementing stuff... as a framework it is > completely good, it just needs improvment on the implementation. Of > course if you write anything from scratch, you'll have to do that PLUS > make it catch every mouse click. I'd rather do the fast option. > especially for the proto. I don't really understand the problem you have > with GK i guess, you wrote it... :P :) I guess I'm just worried that the internal changes will cause a lot of interface changes that could be annoying to modify apps to later. Honestly I don't actually have a problem with using GK. I'm just to lazy to port to it myself ... maybe I'll do it tonight though. ;) > widgets for health meters isn't a phui thing I don't think... Or does > every widget have to be phui? Why not just make a game object (c++ class) > that can draw() itself. and draw those to the screen? I hate it that we > might get swamped in frameworks and other crap when the solution is so > simple and easy to do. especially for a ___prototype___. to me, that > word makes me think "keep it very simple while showing the game's > intent"... Try actually using phui. It's cake to use. An UI stuff is EXACTLY the kind of stuff I don't want to have to reimplement for a prototype. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... |