1. ergh? Games?
- Posted by Karolyn Leith <bugzee at ANIMALIS.COM>
Sep 26, 1998
-
Last edited Sep 27, 1998
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Anyone programming games besides me?
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<DIV><FONT color=3D#000000 size=3D2>Anyone programming games besides=20
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2. Re: ergh? Games?
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=20
=20
Anyone programming games besides me?
=20
Lord Generic Productions has been at the forefront in writing games =
in Euphoria for quite some time. There are other game writers that =
participate in this channel. To find out who, just go to the RDS Other =
sites page :)
=20
David Gay
http://www.geocities.com/SiliconValley/Vista/4346
A Beginner's Guide To Euphoria
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<DIV><FONT color=3D#000000 size=3D2>Anyone programming games besides =
me?</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV>
<DIV><FONT color=3D#000000 size=3D2>Lord Generic Productions has =
been at the=20
forefront in writing games in Euphoria for quite some time. There =
are other=20
game writers that participate in this channel. To find out who, just =
go to=20
the RDS Other sites page :)</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT> </DIV>
<DIV><FONT color=3D#000000 size=3D2>David Gay</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2><A=20
=
<DIV><FONT color=3D#000000 size=3D2>A Beginner's Guide To=20
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3. Re: ergh? Games?
Yes. I have been working on the concept for several weeks now...and
doing testing with several graphics libraries to determine which one to
use. I've also been thinking about this weird implementation routine --
i think i got it from someone on the list -- anyways, instead of running
the game inside a continuous loop, run it in a linear fashion.
Essentially, I see the game as "jump starting" itself and running an
"interpreter" function which reads a sequence (linearly) and calls other
functions as listed in the sequence. These other functions actually
perform game maintenance, including adding more functions to the end of
the interpreter sequence, so that the game continues in a logical
fashion. The one other action the interpreter contains is the "end"
routine, which boots the game out when it reaches an "end" statement in
the interpreter sequence. It would seem to me that this kind of style
would be more work at the front end, but less work if you ever wanted to
make another game, since the main portion (graphical, mouse, sound,
interpreter) would all be ready to run...just specific game mechanics
would be left (maybe the "game" itself would just be several .e
files--so that many games could _actually_ run off the same code).
Also, you wouldn't have as many "stop and wait for the loop to end" type
functions sitting in the middle of yer game...
noah
David Gay wrote:
>
>
>
>
> Anyone programming games besides me? Lord Generic
> Productions has been at the forefront in writing games in
> Euphoria for quite some time. There are other game writers
> that participate in this channel. To find out who, just go
> to the RDS Other sites page :) David
> Gayhttp://www.geocities.com/SiliconValley/Vista/4346A
> Beginner's Guide To Euphoria
>
4. Re: ergh? Games?
>Yes. I have been working on the concept for several weeks now...and
>doing testing with several graphics libraries to determine which one to
>use. I've also been thinking about this weird implementation routine --
>i think i got it from someone on the list -- anyways, instead of running
>the game inside a continuous loop, run it in a linear fashion.
>Essentially, I see the game as "jump starting" itself and running an
>"interpreter" function which reads a sequence (linearly) and calls other
>functions as listed in the sequence. These other functions actually
>perform game maintenance, including adding more functions to the end of
>the interpreter sequence, so that the game continues in a logical
>fashion. The one other action the interpreter contains is the "end"
>routine, which boots the game out when it reaches an "end" statement in
>the interpreter sequence. It would seem to me that this kind of style
>would be more work at the front end, but less work if you ever wanted to
>make another game, since the main portion (graphical, mouse, sound,
>interpreter) would all be ready to run...just specific game mechanics
>would be left (maybe the "game" itself would just be several .e
>files--so that many games could _actually_ run off the same code).
>Also, you wouldn't have as many "stop and wait for the loop to end" type
>functions sitting in the middle of yer game...
>
>noah
Hey, what a coincidence? I'm doing something like that too :)