True, I just cleaned up a bit of Minimap.cpp, I'm gonna work on it a bit
more then I will patch again. The last patch I put in was a bit screwy. =\

On Sat, Oct 25, 2008 at 6:09 PM, Stephane Magnenat <[EMAIL PROTECTED]>wrote:

> On Friday 24 October 2008 02:59:26 jon Neal wrote:
> > whoops, hit some button and gmail thought to send!
> >
> > I don't mean for in game, I mean for the game. It just seems like some of
> > the c++ stuff could be converted to help make matters simpler/easier.
>
> I do not agree. We could improve a lot of things by using more constants,
> or
> even config-file-based settings, to tune the GUI before switching to
> something
> such as Python. If you really need to script the game, USL will do the job
> as
> well. However, using Python as a tool to generate boilerplate code is ok.
>
> I think that we should cleanup, use less constants and more define/config
> for
> layouting, and do other similar enhancements; but we must not to switch to
> something as slow and non-scalable as Python. I have used Python for
> serious
> work on a large dataset (harvesting google scholar to compute scientists h-
> index), and I have found Python not scalable at all, and rather ill
> designed
> from the container point of view. I know that C++ might be frightening at
> first
> sight, but it is well designed, and in particular the STL is really clean.
> Moreover, C++0x which is due for next year will push C++ another large foot
> ahead of mostly everything.
>
> Better spend time learning C++ than reimplementing Glob2 in Python.
>
> Have a nice day,
>
> Steph
>
> --
> http://stephane.magnenat.net
>
>
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