September 2009 Archives

A Hard Days Work

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So, its been a while since my last post, but that is mostly because I am working hard (on this and other things!). I am at a stage in the code, where there is just a lot of grunt work that has to be done.

I have discovered that Prometheus is a much larger work that I initially wanted it to be. I am really working hard at figuring out an elegant architecture for the interpreter. The normal approach for engines, is that you start the engine, which then loads and interprets the game scripts as needed. For Prometheus I would really like it the other way around, so that it is the lisp code that kicks everything off. This way, you could easily design any kind of application around the code, and only the components that you actually need will be loaded. 

My biggest problem in this regard right now, is figuring out how to do a nice and elegant interop layer that works with a baseset of dlls. I have worked with a few scripting languages and even co-maintained once, have worked with swig, etc, so I have a pretty good idea how to do this. The problem is that none of the solutions I have seen so far, are really as elegant as I would like. If you have any good ideas, pointers, experiences you want to share, etc., feel free to contact me.

For Project Phoenix  I am rediscovering a lot of algorithms that I had long forgotten such as bresenham, painters algorithm, cbuffers, view frustum clipping, etc. I will probably put this project on the backburner a bit, as I don't want to have too many things going on at the same time.

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This page is an archive of entries from September 2009 listed from newest to oldest.

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