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Re: [Adonthell-devel] Thoughts on character implementation
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] Thoughts on character implementation |
Date: |
Sat, 8 Mar 2003 18:07:07 +0100 |
On Sat, 08 Mar 2003 15:43:58 +0100 Alexandre Courbot wrote:
> Well, yes - but what are the advantages of this over defining a
> hierarchy of Python classes? Wouldn't it require more design (we'd
> have to load the attributes from a data file at construction time,
> while the Python classes would have everything inside them already)?
> Why would we use a different approach from the one we have used for
> the items? I'm sure you have good reasons to prefer that, but I simply
> can't see them!:)
Hm. Actually, I can't think of good reasons why to prefer one way over
the other. I probably just like the dynamic approach :). But maybe
you're right. The cleaner way would be actually implementing the
different classes. After all, it won't be many. Like we probably
wouldn't need to differ between Dwarves and Elves and the like.
> Oh, offtopic, but I had a read at the scripting guide and the engine
> architecture documentations - they are *great*. The figures are very
> well done, I wonder what you have used/how you have done them. I
> should be able to add my part to them soon.
Good old xfig. Those .fig files are the image sources. It takes some
getting used to, but it is a great tool for simple vector gfx.
Kai
Re: [Adonthell-devel] Thoughts on character implementation, Nils Fohrbeck, 2003/03/08