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Point of clarification
Posted: Fri Mar 04, 2011 5:55 pm
by ClymAngus
I've been ho humming my way around the internet recently and I've been noticing several other games that seen to use the same kind of languages that oolite does.
Now I know we're in a "fresh stuff" freeze at the moment but is there any point making a note of these games so they could have their coding ripped in the future?
Re: Point of clarification
Posted: Fri Mar 04, 2011 6:27 pm
by Zireael
Maybe not 'ripped', but 'borrowed', 'used to inspire' etc. Sounds nicer...
Re: Point of clarification
Posted: Fri Mar 04, 2011 7:50 pm
by drew
Zireael wrote:Maybe not 'ripped', but 'borrowed', 'used to inspire' etc. Sounds nicer...
Nah, let's go with 'eviscerated'.
Cheers,
Drew.
Re: Point of clarification
Posted: Fri Mar 04, 2011 9:36 pm
by JensAyton
I don’t understand the question.
Re: Point of clarification
Posted: Fri Mar 04, 2011 9:39 pm
by Sarin
In a short, use part of compatible coding from another game written in same language....Spock.
Re: Point of clarification
Posted: Fri Mar 04, 2011 9:48 pm
by JensAyton
In general, that would be entirely impractical. Unless games are written using the same middleware, features can’t simply be copied between them (and Oolite doesn’t use any middleware).
Re: Point of clarification
Posted: Mon Mar 07, 2011 7:13 pm
by drew
Ahruman wrote:In general, that would be entirely impractical. Unless games are written using the same middleware, features can’t simply be copied between them (and Oolite doesn’t use any middleware).
No middleware? You sure about that? I always wear my cummerband when in the pilot's chair, and very dashing I look too.
Cheers,
Drew.
Re: Point of clarification
Posted: Mon Mar 07, 2011 9:46 pm
by JensAyton
We would like to make clear that no member of the Oolite team has taken a public stance against middlewear.
Re: Point of clarification
Posted: Mon Mar 07, 2011 11:58 pm
by aegidian
Ahruman wrote:We would like to make clear that no member of the Oolite team has taken a public stance against middlewear.
Indeed, we favour a belt and braces approach.
Re: Point of clarification
Posted: Tue Mar 08, 2011 10:27 am
by ClymAngus
Middle wear? Sounds like wedgee talk to me. Ok I realise that variables being fairly specific things that cut and plonk ain't an option. But coming from a minor programming background we do use a lot of "operators" in my line of work that do specific things and are kept as a palette when we need one of our programmes to do some "clever shit".
So I suppose I'm talking about saving some time by reverse engineering (with permission of course) certain aspects of other games. Active cameras, that kind of thing. You know take a mooch around and see if anything fits. I take it objective-c doesn't work that way?
Re: Point of clarification
Posted: Tue Mar 08, 2011 10:47 am
by another_commander
ClymAngus wrote:
So I suppose I'm talking about saving some time by reverse engineering (with permission of course) certain aspects of other games. Active cameras, that kind of thing.
I think we would be saving ourselves a lot more time if we were to just sit down and write it from scratch rather than reverse engineer anything. And that does not mean that doing so would take a little time.
Re: Point of clarification
Posted: Tue Mar 08, 2011 11:30 am
by ClymAngus
That's fair, as my father used to say you never learn if you don't ask.
Re: Point of clarification
Posted: Tue Mar 08, 2011 1:32 pm
by JensAyton
ClymAngus wrote:So I suppose I'm talking about saving some time by reverse engineering (with permission of course) certain aspects of other games. Active cameras, that kind of thing.
I’m not aware of any games in Objective-C that do things I
don’t know how to do. The problem with implementing a good camera model is not designing it, but updating all the bits of Oolite that make assumptions about cameras.