Re: Standard Euphoria Library Project

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--- Jeffrey Fielding <JJProg at CYBERBURY.NET> wrote:
> MTS - I fished your reply out of the trash. Your
> organizational scheme sounds
> like an okay start, though I'd add some files for
> more specific routines, and
> some of your proposed files might be outside the
> scope of this project. If you
> want to contribute to this project, please
> contribute logical and useful stuff
> like this, not profanity-riddled nonsense.
> 
> Thanks,
> Jeff Fielding

Wha?
You like that scheme?
Well, it's better than SeqLib.e, GFX.e and StrTok.e or
some shit like that.

I think if we wanna do something usefull with this
project, we shouldn't all provide a sequence routine
library or some lame shit like that.
We could take advantage of this oppurtunity to
actually code all those libraries we wanted for such a
long time, but weren't able to code on our own.

A multiplatform GUI would finally give our Euphoria
programs a uniform look on all platforms.
Maybe a LLama/Win32lib hybrid?

And Mic and Jiri could spew out some fast 3D graphics
rotuines so Euphoria games don't look like mode 13h
Space Invaders clones.
The games I saw in Euphoria were mostly clones from
old arcade games.
But that's not fair, since those arcade games were a
few K in size and coded in ASM back in the 70s.
Like this latest RPG is saw, what was it, you know,
that RPG with the .bat file that points to something
wrong, well, that's a 320*200*256 game written in a
32-Bit high performance programming language, with
optimising compiler support.
If it was a 160*144*256 game, it could be running on
the damned Gameboy (in HighColor mode).
When are we gonna see some Quake clones in Eu?
The reason why we aren't seeing any right now, is
because of a lack of multimedia libraries in Euphoria.
C, for example, has access to OpenGL, Direct X,
Allegro, etc. automagically. Just include a few files
and you're set.


Mike The Spike

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