Re: Bot engine

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[MultiPlayer]
I will eventually support this. All elements of Neil ( I think, maybe Pete
can elaborate on this) support win32 as well, except the final screenblit. I
will lookup the directx documentation and only wrap this single screen_blit
so we have a descent speed. I dont think it will be easy, but its only *one*
routine (and problely some video mode configuration routines) .. but other
than that.. I simply dont need it. Neil handles all virtual screen, color
conversion, rle-sprites etc fine, under both win32 and dos32. The interrupts
that are used with on older vesa bords, are only needed for the screen-blit.
So, the screen-blit really is the only thing I need for win32 to 'wrap-up'
or bug Pete to add it to Neil himself.

[Why choose ?]
>In the long term; Ralf's Bot Match is likely to go the full hog, and
>good luck to him, I'm sure he's enjoying himself as much as I have.


Well actually I am, however feel free to use the botmatch.e library as it
stands right now (no actual program that uses them, other than the
work-in-progress MazeWar)

And since you're 'goal' and api are totally different from what I expect to
make, I dont think its really that comparable. I will release the latest
botmatch routines, a complete mazewar implementation of them and a couple of
bots for that implementation, together with documentation for the
botmatch-library (which actually turned out to be a general-purpose
tile-engine). What I mean is, I dont think it will take much effort to use
the botmatch library, only as an 'graphical' output layer and maintain the
rest of your code, api, etc.

Ralf N.
nieuwen at xs4all.nl
ralf_n at email.com

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