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Article #249Re: Game libraries...
From: sl8nl
Date: Wed, 29 Jul 1992 00:12
Date: Wed, 29 Jul 1992 00:12
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>>I dunno. My text adventure compiler handled everything (it was similar >>to the ADVSYS library), and it took me a couple of weeks. I could do >>everything Infocom could do and more. The resulting executable was 18k. > > If you wrote it in a couple weeks, believe me, it doesn't handle > anywhere near "everything." You're falling into the same trap I > mentioned before: using a totally outdated notion of what a "game > design system" is. A decent game design system is far more than just a > suite of routines you write for your personal use. You can do > "everything Infocom could do and more" directly in C, but that's not > what we're talking about here -- a game design system should take care > of all (or at least many) the tedious grungy details for you. E.g., if > I want to extend the parser in a TADS game, I need only define a new > "deepverb" object. If I want to add an actor I just have to say, > "foobar: actor" and supply some simple methods. This is a far cry from > having to write everything directly in C. So does mine. That class is included in an include file. I just go: (noun Monster (adjective Grungy, Dirty, Ugly) (synonym Thing) ) and so on. > A good example from game programming is the nifty texture mapping that > Origin and Apogee use for their 3D games. That technology has been > around for several years (check SIGGRAPH proceedings) and is > well-documented in many places. Sure, the optimizations that make the > process possible on a 386 are not freely available, but one would hope > that with a firm understanding of the algorithm you could adapt it to > 80x86 assembly language yourself. Specifics like this would be good > topics for the Internet PC Graphics Guide. 1/2 :) Who needs an algorithm? I did it with a modified Bresenham line drawing routine. As fast as it could possibly go...unless there is a method to zap it there instantly. \ My game language was written generally enough that it could handle any text oriented operation. With the proper class designations, I can simulate anything. Josh
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Path: arc1-ca.pugleaf.net!sparky!uunet!caen!hellgate.utah.edu!cc.usu.edu!sl8nl From: sl8nl@cc.usu.edu Newsgroups: rec.games.programmer Subject: Re: Game libraries... Message-ID: <1992Jul28.181241.57583@cc.usu.edu> Date: 28 Jul 92 18:12:40 MDT References: <76626@ut-emx.uucp> <1992Jul27.141122.11139@wam.umd.edu> <1992Jul27.190320.57533@cc.usu.edu> <1992Jul28.144014.15811@wam.umd.edu> Organization: Utah State University Lines: 45