ostrogoth
Newbie

Posts: 0
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« on: August 09, 2010, 08:09:36 AM » |
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I come from a world of OOP, C++, C and other languages. But I am also an keen game designer, although I am beginning on that particular road. I have researched competitor products for the browser game development. The only significant others [I will of course, mention no names] were two to date. The first of these was very code light - to such an extent that all the code had to be directly associated with objects in the game. they acted in fact just as member functions in a class. the other was Java /OGL but had little support and inadequate documentation for their engine.
Your game engine environment is code heavy. To create a game past a certain complexity I believe you need two things. 1] the rendering engine + 2]the game engine. 1 is already provided by gamecore. 2 must be developed by us for complex games. It must be done in code. Because this must be done in gsl, you site is by necessity, the ultimate library of this knowledge. A critical need for complex games is advanced data types [ADTs] - things like stacks, queues, lists, trees, BSPs, graphs etc. I have read a great deal of your documentation and also the angelcode stuff. I believe there is a crying need for highly detailed, exhaustive, comprehensive and thorough documentation to assist in creation of complex games. They are data driven. Specialist user defined data types are usually a must. This could include a combination of types of ADTs. frequent and copious examples are vital all through the text. numerous and varied completed code projects in full source code are always useful. Normally, in the case of specialist APIs/Libraries interfacing with standard languages and their compilers, there is no stress on getting the Docs on the standard language. You can never stop hunting and finding better books and resources [as in C, C++]. So long as the API/Library is verbosely and thoroughly documented there is no potential for stress. In the case of gamecore, however, you have to cover both bases yourselves. I know this is a lot tougher than the untold numbers who have C and the decades they have developed in it as a resource for documentation. Maybe you folks could find a way to delegate some multitude of documentation writers to help you. or maybe you could port C++ code into gsl. Here ends the appeal for documentation and my reasons why.
thanks for your patience, Ostrogoth.
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