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Re: Game customization
- To: bboett at erm1 dot u-strasbg dot fr
- Subject: Re: Game customization
- From: Stan Shebs <shebs at cygnus dot com>
- Date: Thu, 7 Oct 1999 11:38:15 -0700
- CC: hronne at 2 dot sbbs dot se, bboett at erm1 dot u-strasbg dot fr, xconq7 at sourceware dot cygnus dot com
Date: Thu, 7 Oct 1999 20:22:06 +0200
From: Bruno Boettcher <bboett@erm1.u-strasbg.fr>
> Another reason why independent units should be handled in the kernel;
> the mplayer code isn't designed to make its units fight each other.
>
BTW why not?
Because I don't have a 300 IQ? :-) But seriously, it's plenty
challenging to get the mplayer to get all of a side's units to work
together effectively. If you added things that made the units work
together sometimes and against each other at other times, it would be
*really* complicated. If the code goes past the limits of what I can
understand, somebody else will have to maintain it then...
> Yes, there is a side mask that is an integer. It could be turned into a
> small array or struct, but there are many iterations over sides that
> assume there are only a few sides in a game.
since machine get more and more powerful, is such a limitation still useful?
Heh, Xconq is still capable of bringing the most powerful machine to
its knees, just set up a really large game. But the 31-side
limitation doesn't really need to exist, it just hasn't been a
priority to figure out to remove it; if somebody contributed changes
to allow large numbers of sides, I'd certainly want to add those
changes to the source.
Stan