quote:
Originally posted by Baron Munchausen:
What will kill you is making the GUI interface to all the various aspects of the game so people can play the way they expect with the mouse/trackball/whatever. Displaying all the fancy dialog boxes and adding all the 'mouse events' will take several times the code of the game engine itself, I think.
That stuff would be done by macrocommands invoking system functions through the engine interface "calldown". Depending on the relative address range of a processor, a macrocommand file can be as big as you like and have as many functions in it as needed. Just one of the functions needs to link up to the chain - the one named after the file and the same as the command name that invoked the file.
Shared data storage space is obtained off calls (through calldown) to system functions for memory at runtime, then the address of the data obtained is stored in data structures defined by the macrocommand designer. The address of the structures is placed in ADB entries and pulled out by the ones who need to share data pointed to. Do I really need to explain trivial stuff like this?