From: Erik V. <eri...@hc...> - 2006-07-01 21:31:29
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> Also, the nasty bit of serialization is that you will frequently have > data in child objects that you don't want to save, such as a cache. > That means you have to write your own serializer routines and > properly > serialize the right children, and then rebuild the cache when > the object > is recreated from the serialized stream. Yes, I expected so. > >But reloading this way might not be a pretty sight. > > > > > I would think you would just disable display updates until the log > replay completes, or at least those that reference the models > being built. Yes. > >- Implementing other games. > >For me, this would be the most interesting thing to work on, > >and I can hardly wait to start implementing all games I have > (quite a lot). > >But I think that finalizing the base code for 1830 with all the > >above extra features is more urgent now. > > > > > I suspect this will turn out to be quite a bit of work, since > discussion > of features needed in other games was tabled until after 1830 was > complete. I believe you will find that many of them will require > significant re-factoring of classes to get general > functionality for the > other games. Of course, the closer they are to 1830 the less work it > will be to get them working -- for example, 1889 has > different companies > with some special private abilities, a different map, 50% to > float, and > diesels can get a higher off-board area -- other than that it is the > same as 1830. In the early stages I have tried to look forward and include features of other games as well, or at least keep objects as generic as possible. Quite a number of non-1830 features are already configurable, though no other game is complete yet. For instance, the 1870 ledge should already work, as well as the 1835 minors (except the Pruissian conversion). I've also implemented three 1835 start round variants (though the current UI only offers the standard one - to be done!). Much extra work will of course be needed on new mechanisms, such as special private properties/special tokens, mergers, connection runs etc. Erik. |