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Game Input Parsing Library
Posted by unknown_lamer [send private reply] at December 05, 2001, 08:33:25 PM
I have written a small game input parser (http://lamer.hackedtobits.com/code/game_parser.html ). (What, its only about 45 minutes of work so far, including the autotools and documentation stuff). I'm at 0.2, and have hit a small block: I don't know what to do next. Anyone have any suggestions for useful additions to the library? It does everything I need it to do, and once I fix a small bug and write docs, I may as well release 1.0. Can anyone think of good enhancements to the library?
Posted by ronybc [send private reply] at December 05, 2001, 08:39:09 PM
http://lamer.hackedtobits.com/code/game_parse.html
Posted by ronybc [send private reply] at December 06, 2001, 05:39:52 AM
http://www.geocities.com/sparc32/gimp.htm
Posted by unknown_lamer [send private reply] at December 06, 2001, 12:05:11 PM
Ack, yes correct URL is http://lamer.hackedtobits.com/code/game_parse.html. I noticed two bugs when I compiled it with cygwin at school today, so I will be releasing 0.2.1 will the fixes after I get home. If you are using Windows and have VisualC++ 6, just compile input.cc to an object and then link it with test.cc. Otherwise you need bash to run the configure script, which means you need cygwin (you may be able to use GCC with Cygwin bash, I don't know). I have confirmed that it can be built with GCC 2.95.3 and 3.0.1 on GNU/Linux, GCC 2.95.2 on Windows98 with Cygwin (with a little modification to fix the compilation bug I found), and GCC? 2.95.2 on MacOS X (the compiler that shipped on the developer CD). I think I will write a man page now, and write a larger example program (a small game to show the library in usage with other game stuff). I'm still taking suggestion on any interface modifications. If they make any sense, I will make the change.
Posted by Psion [send private reply] at December 06, 2001, 12:46:32 PM
OK, but scripting languages like Python and co. are really much better at doing this sort of thing.
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