Reply: Exult Port
Posted: Thu Nov 08, 2012 12:11 pm
Quote:
"Exult is a new game engine for Ultima VII parts I and II. Saying you are writing a new engine for Exult shows a deep lack of understanding of this fact: what you are doing is a new engine for Ultima VII. Depending on what you do, it will be more or less compatible with Exult. If you are porting Exult into a new language and framework, you are not doing a new engine, you are porting it."
I wrote a C#\SlimDX based game engine, I'm porting code from Exult into that game engine.
So, the new engine will driven by my existing game engines core features, using functionality from Exult.
It's technically both, a new engine for Ultima7, and a port of Exult, bit of a hyrbrid, if you want to get anal about it. (And apparently, you do.)
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Quote:
"And I am sorry if it rubs you wrong, but I have to say it: this statement:
..Snip...
makes you sound like a n00b: the power of a plugin API does not depend on what programming language or framework is being used, it depends on the effort (and willingness) put in by the developers of said API into making it powerful."
No.
My plugin API uses the .Net framework, literally uses it, meaning you write plugins(mods) in .Net code.
Without ANY effort at all, my scripting language already has the full functionality of the .Net framework because it IS the .Net framework.
Couple this with the fact that my plugin API is really just my game engines API exposed for external use, and you can see that my plugin API is extremely powerful.
Tell me my plugin API isn't powerful again, go on, and I'll laugh at your ignorance.
"Exult is a new game engine for Ultima VII parts I and II. Saying you are writing a new engine for Exult shows a deep lack of understanding of this fact: what you are doing is a new engine for Ultima VII. Depending on what you do, it will be more or less compatible with Exult. If you are porting Exult into a new language and framework, you are not doing a new engine, you are porting it."
I wrote a C#\SlimDX based game engine, I'm porting code from Exult into that game engine.
So, the new engine will driven by my existing game engines core features, using functionality from Exult.
It's technically both, a new engine for Ultima7, and a port of Exult, bit of a hyrbrid, if you want to get anal about it. (And apparently, you do.)
---------
Quote:
"And I am sorry if it rubs you wrong, but I have to say it: this statement:
..Snip...
makes you sound like a n00b: the power of a plugin API does not depend on what programming language or framework is being used, it depends on the effort (and willingness) put in by the developers of said API into making it powerful."
No.
My plugin API uses the .Net framework, literally uses it, meaning you write plugins(mods) in .Net code.
Without ANY effort at all, my scripting language already has the full functionality of the .Net framework because it IS the .Net framework.
Couple this with the fact that my plugin API is really just my game engines API exposed for external use, and you can see that my plugin API is extremely powerful.
Tell me my plugin API isn't powerful again, go on, and I'll laugh at your ignorance.