Stéphane Magnenat wrote: > I am also not sure whether the money is the critical part to start from, one > of the problem with glob2 is the breadth and the depth of the code base and > the unreadability of the critical parts, for instance the unit state > machines. > That is why I suggest to switch to a more accessible language for these parts > and make them more readable. My work on co-routine with teer is directly > based > on my experience on glob2, and my frustration of not being able to understand > easily what is going on with the unit behaviours.
Hello, I have seen a few kickstarter campaigns for webcomics and it appears to me that you would already need quite a huge fan base in order to be successful. I do not know whether this would apply to Glob2. For me it has unfortunately been years since I last played Glob2 or looked at its source. I wish I could invest more time in it, but at the moment I am still quite short of time. For dynamic languages I would also consider Lua [1][2], which is used in quite a lot of games already (Battle for Wesnoth, World of Warcraft, ... [3]). It is a small and fast ANSI-C interpreter and a very powerful language (also supporting coroutines). It is said to be much easier to embed in a game than Python, though I cannot speak from my own experience here, I never tried to embed Python in a program. However, contrary to Python it does not include "batteries", the standard library is quite small and the host program has to provide a selected set of extensions (which is quite often exactly what you want in a computer game). Best regards, David [1] <http://www.lua.org/> [2] <http://en.wikipedia.org/wiki/Lua_%28programming_language%29> [3] <http://en.wikipedia.org/wiki/Category:Lua-scripted_video_games> _______________________________________________ glob2-devel mailing list [email protected] https://lists.nongnu.org/mailman/listinfo/glob2-devel
