AGL library development, request for comments

This probably belongs on the ‘other’ SDL list, but I haven’t seen a single
post to it since I subscribed to it, so… anyway, I’m making a library
that will sit on top of SDL and is designed for writing adventure games -
Do you mean “moneky island”-like or more “commander keen”-like?

including, but not limited to, tile-scrollers…
A library on top of SDL - sounds cool.

basically it provides
some low-level stuff like doubly-linked lists and a binary search tree (I
know, glib provides those, too, but these are more suited to the purpose
at hand, I think), and also provides a set of object structures which can
be used to maintain a ‘world’ of stuff. It has a compiler which parses a
text file (sort of a spec file which defines objects, names tiles, that
sort of thing), and produces a .dat file that you can parse in at runtime.
It’ll handle the database handling for your game, and also provide a
tile-scrolling engine, a map handler, a sprite handler, and some special
effects. I’m not sure how much it should actually cover - I haven’t quite
decided that yet… I’ll try to make some source code available for d/l
as soon as… well, as soon as it’s capable of doing something noticable
:slight_smile:

Although I find this pretty interesting, I see a problem here. Could it
possibly
be possible that this draft is too big, for the start at least?
You want ot make lowlevel stuff, that’s a good idea, low-level graphics and
even stuff like lists and trees are used by almost any game. But when it
comes
to object structures, I’m not sure this is as useful. As far as I know,
every game
is built differently. So it will be extremely hard to make a framework that
covers
any game type. A Jump’n’run game is completely different from an asteroids
game,
for example, object lists wouldn’t be the same, so maybe the jnr uses an
array[width][heigth]
where the objects are stored in while an asteroids would probably use a
linked list
of objects. An adventure would need complex “intelligent” objects while a
micro-machines
type game would be quite dumb.
You get the point, you’ll probably have to specialize on some game genre as
many
other things vary from game to game, e.g the approach for a doom level is
very
different from a micromachines level and objects are probably stored
differently
on disk
You requested for comments: If I was you, I wouldn’t plan to cover that much
but only maybe low-level graphics and in a different library resource
handling.
Allegro (a lib for DOS) is quite a nice library really, but I’ve always
refused to
use it beacuse it wants to do so many things, resource loading, graphics,
sound and even game timing, it gets hard to see what actually happens…

However, I don’t want to discourage you, if you get this much done, it will
probably be a simple tool for game creation, but if not, it was again a
waste
of time, just like the other billions of projects that have vanished after a
year…

~ Paulus Esterhazy (@Paulus_Esterhazy)

This probably belongs on the ‘other’ SDL list, but I haven’t seen a single
post to it since I subscribed to it, so… anyway, I’m making a library
that will sit on top of SDL and is designed for writing adventure games -
including, but not limited to, tile-scrollers… basically it provides
some low-level stuff like doubly-linked lists and a binary search tree (I
know, glib provides those, too, but these are more suited to the purpose
at hand, I think), and also provides a set of object structures which can
be used to maintain a ‘world’ of stuff. It has a compiler which parses a
text file (sort of a spec file which defines objects, names tiles, that
sort of thing), and produces a .dat file that you can parse in at runtime.
It’ll handle the database handling for your game, and also provide a
tile-scrolling engine, a map handler, a sprite handler, and some special
effects. I’m not sure how much it should actually cover - I haven’t quite
decided that yet… I’ll try to make some source code available for d/l
as soon as… well, as soon as it’s capable of doing something noticable
:)--------------------------------------------------
Scott M. Stone <sstone at pht.com, sstone at pht.co.jp>
Head of TurboLinux Development/Systems Administrator
Pacific HiTech, Inc (USA) / Pacific HiTech, KK (Japan)

I’m Ccing this to the sdlplus list, so y’all know it’s working…

Any replies on this thread might be a good idea to move to the
list, as well as any messages on the font thread.On Thu, Nov 05, 1998 at 11:37:03AM +0900, Scott Stone wrote:

This probably belongs on the ‘other’ SDL list, but I haven’t seen a single
post to it since I subscribed to it, so…


– Michael Samuel

This probably belongs on the ‘other’ SDL list, but I haven’t seen a single
post to it since I subscribed to it, so… anyway, I’m making a library
that will sit on top of SDL and is designed for writing adventure games -
Do you mean “moneky island”-like or more “commander keen”-like?

More ‘Final Fantasy 6’ and ‘Ultima 4/5/6’-like. top-down tile scrollers.

including, but not limited to, tile-scrollers…
A library on top of SDL - sounds cool.

basically it provides
some low-level stuff like doubly-linked lists and a binary search tree (I
know, glib provides those, too, but these are more suited to the purpose
at hand, I think), and also provides a set of object structures which can
be used to maintain a ‘world’ of stuff. It has a compiler which parses a
text file (sort of a spec file which defines objects, names tiles, that
sort of thing), and produces a .dat file that you can parse in at runtime.
It’ll handle the database handling for your game, and also provide a
tile-scrolling engine, a map handler, a sprite handler, and some special
effects. I’m not sure how much it should actually cover - I haven’t quite
decided that yet… I’ll try to make some source code available for d/l
as soon as… well, as soon as it’s capable of doing something noticable
:slight_smile:

Although I find this pretty interesting, I see a problem here. Could it
possibly
be possible that this draft is too big, for the start at least?
You want ot make lowlevel stuff, that’s a good idea, low-level graphics and
even stuff like lists and trees are used by almost any game. But when it
comes
to object structures, I’m not sure this is as useful. As far as I know,
every game

True - however, the ‘object’ structure will contain a lot of pretty
generic stuff like a list of ‘attributes’, where an ‘attribute’ has a name
and a void *data, so you can put any kind of custom data structure in
there. each ‘object’ will also have a list of ‘sub-objects’, so that you
can take a ‘laser’ object and attach it to your ‘starship’ object. What
is actually done WITH the ‘starship’ object is up to the specific game.
I’m trying to make it as general as possible so that it can be used for
any type of game. Comments always welcome… I’ll try and have something
downloadable soon.On Wed, 4 Nov 1998, Paulus Esterhazy wrote:


Scott M. Stone <sstone at pht.com, sstone at pht.co.jp>
Head of TurboLinux Development/Systems Administrator
Pacific HiTech, Inc (USA) / Pacific HiTech, KK (Japan)

Please follow up all comments to this thread to the new sdlplus list

I appreciate your patience as we move these topics over.
If you’re interested in any sort of add-on library to SDL, please discuss
it on the new sdlplus list. Discussions of any new features should also
probably go there.

Remember, if you want a feature, it’s probably already been implemented
somewhere on the net, so it’s a good idea to see if it’s been done and
port code to SDL, rather than start from scratch.
(Sometimes I violate this rule myself, but usually regret it)

See ya!
-Sam Lantinga (slouken at devolution.com)–
Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/