Re: Note to Ralf

new topic     » goto parent     » topic index » view thread      » older message » newer message

>It looks like that file is "botmatch" specific. I'm looking for "tile
engine"
>specificity. IOW, I'm making a game that uses a tiled board, is not
real-time
>movement, and was wanting to use your graphics engine, if available... Know
>what I mean?

Well, you could use the BOTMatch engine, but when its not real-time, I think
it would be just as easy to directly use Neil instead.

BOTMatch currently offers panned maps, sprite managements with different
framsets for different actions, bots as in 'members of a certain species:
sprites that share the same graphical data, and movements, however, it is
allowed to think for itself' and thus species, as in sprite management and
registering certain movements and actions the bots can *choose* to perform.
(and offcourse certain things of Neil are wrapped to work with botmatch such
as updating positions of sprites, etc.)

The words bot and species are used because the original goal was a competing
bots-engine. However, as you see the way they are implemented leaves a lot
of space.

Ralf

new topic     » goto parent     » topic index » view thread      » older message » newer message

Search



Quick Links

User menu

Not signed in.

Misc Menu