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Re: [glob2-devel] why libgag

From: Stéphane Magnenat
Subject: Re: [glob2-devel] why libgag
Date: Mon, 19 Oct 2009 04:24:57 +0200
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Hello !

> 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?

I would probably use Qt over an OpenGL 3D engine for the game. That way, we 
could profit of a first class toolkit both for menu and for in-game widgets.

Have a nice day,



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