On Monday, 16 July 2012 at 17:27:32 UTC, Marco Leise wrote:
Am Fri, 20 Jan 2012 00:36:11 +0100

I didn't check your code, but does it handle case-insensitive Windows OS as well as Unix like?

I didn't think consider this when working on it, so it's probably
always case-sensitive.

Did you think of ways to probably even switch the language from a menu?

Outside of scope of D:GameVFS. Of course, you could just
mount different directories with language files based on user input.


From your example in the readme, it isn't immediately clear what the names 'user', 'main' and 'root' are used for.

No particular purpose, they could be used for anything. In my game project, I have "root" for read-only (what goes to somewhere in /usr on Linux),
and "user" for read-write e.g. config, logs, screenshots, etc.
(what goes in /home/username/.gamedirectory).

I assume that StackDir inherits from FSDir which is a nice design.

No. As you can see in the API docs, StackDir and FSDir both inherit from VFSDir. StackDir wraps one or more VFSDirs to wrap them. So you could even stack a zip dir (if/when a ZipDir is implemented) on top of an FSDir.
I actually stack StackDirs on top of each other in my project.

I'd probably expect things to work out as in F.E.A.R. or Quake where these things are implementation details. In other words, the game *never* attempts a write access into it's data files.

Directories can be read-only. You also need write support for stuff like
saves, config, screenshots, etc.

  auto fs = new FileSystem();
  fs.mount("main"); // can be directory "main" or "main.zip"
  fs.mount("user"); // overrides main now

You can use a StackDir, and mount a ZipDir (if/when implemented) _or_ an FSDir based on whether e.g. a zip exists or not, but you't have to detect that yourself. I don't plan on adding such API to D:GameVFS, but it would only
take a simple function on top of it.



Note that D:GameVFS is just 0.1 now. I just implemented what I needed at the moment so far, stuff like a ZipDir will be only added once I need it. Of course, any contributions are welcome - it shouldn't be too difficult.

For the game project, see https://github.com/kiith-sa/ICE, but it doesn't really use D:GameVFS that heavily - only to separate read-only and read-write.
I'm planning to use it for mods later.

I'm currently outside the D world (working on a non-D related GSoC project),
but I'm planning on revisiting D:GameVFS and D:YAML in September.
That will only be to update compatibility to DMD 2.060 (if it's released by then) and to fix bugs, though.

Tango (which should now have a D2 port) also has a VFS API, which has more features (e.g. zip support) - the reason I started D:GameVFS was that I couldn't do some things (related to stacking) I wanted with the Tango API.
Don't remember what exactly was the problem, though.

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