Deadlock presentation outcome

Charlie charlie.fats at gmail.com
Mon May 14 16:26:32 PDT 2007


 > <general NG query> If you know of any other scripting approaches /
 > languages that would do a better or comparable job to what I briefly
 > described, let us know! Note: I've looked at all the scripting languages
 > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ
 > </general>

Have you considered minid -> http://dsource.org/projects/minid ?

Charlie


Tom S wrote:
> bobef wrote:
>  > Would you, guys, consider to release the source code? I am actually 
> interested in DDL. I see on the web site that you use DDL, which I need 
> too, but I've never managed to make even a "hello world" work correctly...
> 
> Bad  news: We've decided not to release the code to the wide public.
> Good news: Some programmers get access to the code, especially if they 
> are D programmers that can help us / we can help them in some specific 
> way / are simply nice fellows ;) I guess we could pin you to some of 
> these categories since you need DDL and we need an in-game multimedia 
> player ;) E-mail me with a login and password and we'll get you SVN 
> access. You can find my mail e.g. on my site: http://h3.team0xf.com/
> 
> 
> Clay Smith wrote:
>  > That's really too bad, I still think politically incorrectness should be
>  > a bonus ;) because of your courage over 'correct groupthink'
> 
> Haha, reminds me of 'You gotta fight!! For your right!! To paa-arty!' ;)
> 
> 
> Pragma wrote:
>  > Congrats!  I know you worked your ass off on this one.  Kudos.
> 
> Thanks! Yea, that was half a year of really hard work. But hopefully 
> gamedev is also fun, so I'd put another half a year into it without a 
> frown :D Too bad there will be exams, tests and various nonsencial stuff 
> at the univ shortly... On the other hand, there will also be Summer 
> holidays.
> 
> 
> davidb wrote:
>  > Congratulations from me too, apart from all the other things
>  > for a project this large the organization and getting all components
>  > to work together had to be quite a piece of work, thumbs up!
> 
> Thank you :) And indeed, connecting all the stuff together was the 
> biggest riddle. I've learned a lot about design and team management 
> thanks to Deadlock. It's larger than any other project any of us had 
> worked before and it hasn't turned into an unmaintainable mess, which I 
> think is a feat on its own ;)
> 
> 
> 
> Mess or not mess, we'll be doing some refactoring soon. Once the basics 
> are in place, we'd like to concentrate on game logic. And to do so, we'd 
> like to take a dynamic approach. Read: scripting. We'll be separating 
> the engine from the game, cleaning stuff up and adding any missing 
> functionality. Then we're going to add bindings to one or more scripting 
> languages. Lua, Io and Squirrel seem to be OK. Yet another option is 
> dynamic DDL re-compilation and linking. I guess we'll turn to it when 
> the scripts need to be *really* fast.
> 
> <general NG query> If you know of any other scripting approaches / 
> languages that would do a better or comparable job to what I briefly 
> described, let us know! Note: I've looked at all the scripting languages 
> listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ 
> </general>
> 
> I'm also working on improving my GUI so I can start writing some editors 
> for the game/engine. A visual 'graph-node-based' shader editor will 
> probably come first.
> 
> 
> Thanks for your interest in Deadlock!
> 
> 



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