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 > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel >
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