Browse thread
[Caml-list] Caml productivity.
[
Home
]
[ Index:
by date
|
by threads
]
[ Message by date: previous | next ] [ Message in thread: previous | next ] [ Thread: previous | next ]
[ Message by date: previous | next ] [ Message in thread: previous | next ] [ Thread: previous | next ]
| Date: | -- (:) |
| From: | Oleg <oleg_inconnu@m...> |
| Subject: | Re: [Caml-list] Caml productivity. |
On Monday 15 July 2002 05:22 pm, Pal-Kristian Engstad wrote:
> struct Elems {
> u32 handle;
> u16 numData;
> u16 index;
> };
>
> struct Data {
> Elems elem[128];
> u8 buffer[16 * 1024];
> };
>
> Data *data = (Data *)0xabadbeef;
I understand that single-player game programs consist of roughly three parts:
1) Low-level graphics
2) "World" model
3) Bot AI
Aside from maintenance and code understandability, a clear separation between
parts 1 and 2 is necessary for portability. OTOH a clear separation (and
carefully filtered information traffic) between parts 2 and 3 is crucial for
playability [1]
>From your code snippet it looks like you were basically referring to part 1,
yes?
Regards,
Oleg
[1] When you hide behind a stone making sure no one sees [or hears and
smells] you, but an alien bot finds you anyway, it's clear that you've been
cheated.
-------------------
To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr
Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/
Beginner's list: http://groups.yahoo.com/group/ocaml_beginners