<[EMAIL PROTECTED]> writes:
> While i'm on a rant, if you want to impress individuals, create a
> GGI demo that users can see, that shows off GGI's capabilities. in
> fact, a excelent move would be to copule with some game developer
> (worldforge might be a good one), and help maintain the client. (of
> course makeing it a GGI client, so everyone has to install GGI).
> since they aren't really close to a release of their big system,
> they probably wouldnt care that there weren't any other working
> (non-ggi) targets, for a while. but while the "lightweight games"
> were being produced, you could get away with promoting GGI in
> exchange for developing the client.
The linux demoscene may be able to do this. From my experience most
people who care for nifty demonstrations prefer 3d fly-through demos.
Note that using libggi for something like this would make you look
like a fool compared to using Direct3d and DirectX or OpenGL. Libggi
is pretty good at doing 2d graphics, but it adds nothing over svgalib
or X11 in terms of speed. That could only be done by boosting KGI,
and even then it would be quite hard (or senseless).
IMHO the main advantage in libggi might be its extendable design, but
this isn't exploited in too many ways, so I like your second option
much more. Personally I detest agressive games like Quake, but I'm
sure someone would like to take up this project.
> Option #2: add mutiple camera support to quake. Those who have
> multi-monitor combinations would have a substantial advantage over
> everyone else, and soon multi-monitor would be a requirement to play
> over the net.
A multimonitor pong would be interesting too.
(Oh and isn't this easily possible with Windows and/or X11 already?)
--
Tijs van Bakel, <[EMAIL PROTECTED]>