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Re: [glob2-devel] why libgag
From: |
fede |
Subject: |
Re: [glob2-devel] why libgag |
Date: |
Mon, 19 Oct 2009 00:59:15 +0200 |
User-agent: |
KMail/1.11.2 (Linux/2.6.28-15-generic; KDE/4.2.2; i686; ; ) |
Thanks for reply.
Your answer sounds to me like defensive, but i didn't write to blame. My
question was just about game ingeneering. If you would start now globulation2
like you did (around 2001 right?), would you still use any toolkit (writing
libgag from scratch or external one) or a generic drawing class like i
described may be a better solution?
Take my ask like a newbie consulting expert programmers, this doesn't have to
do directly with actual globulation2/libgag code. That's why i wrote a long
story, wanted to be informal.
Regards,
Fede
In data domenica 18 ottobre 2009 15:40:29, Stéphane Magnenat ha scritto:
> Hi,
>
> Libgag is a modulare solution to providing a Toolkit for graphics and
> system operation. While it is not perfect, it is the result of years of
> thinking and evolution, so it's probably not too bad either.
>
> By the way, I'm the author, so if you have specific questions, I'll be
> happy to answer.
>
> Have a nice day,
>
> Stéphane
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