1. You can just use a library like GTK+ or Qt or something and write standard IEEE-norm C++ code. This will be compilable on with platforms. For platform-specific features you can use the preprocessor to en- and disable them. 2. That's no advantage of Java. 3. If you have problems with std::system, then you can also use OO extensions to C++ for doing this, like Boost.Process ( http://www.highscore.de/boost/process/ ) (not yet an official Boost library) or Poco.Process ( http://pocoproject.org/docs/Poco.Process.html ).
On Sun, Mar 21, 2010 at 12:16 AM, Darien Hager <[email protected]> wrote: > I'm currently working on a similar kind of replacement for Pakrat, so > this is probably the "with a hammer everything looks like a nail" style > of programming... > ...But if I were to make a VBCT replacement I'd want to do it in Java, > especially now that we have the whole Mac-platform news. > > 1. A lot of code would automatically be cross-platform, including GUI > look/feel. > 2. Most of the data formats it has to access (gameconfig.txt) are > relatively straightforward, there's no need for C-level code-sharing > with the SDK. > 3. You can use a library like commons-exec to easily "wrap" > vbsp/vvis/vrad in an object-oriented manner. > > --Darien Hager > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

