Chris Bailey
Sorcerer


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#31 Posted Jul 15, 2009, 9:54 pm
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This must stem from my misunderstanding of the term "codebase". I always considered it a base on top of which you build a game. In reality it would seem that it is a game with a portion, or all of, the content stripped out. More akin to using the Neverwinter Nights or ElderScrolls editor to build a game on their system than just using something like...Allegro =)
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......................... If what Proust says is true, that happiness is the absence of fever, then I will never know happiness. For I am possessed by a fever for knowledge, experience, and creation.
Quote:[ichat] Twisol@Talon: Do me, do me.
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Runter
Wizard


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#32 Posted Jul 15, 2009, 10:12 pm
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Chris Bailey said:This must stem from my misunderstanding of the term "codebase". I always considered it a base on top of which you build a game. In reality it would seem that it is a game with a portion, or all of, the content stripped out. More akin to using the Neverwinter Nights or ElderScrolls editor to build a game on their system than just using something like...Allegro =)
Momma's wrong again.
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......................... -Heath
For once you have tasted flight Ruby you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return. --
Leonardo Da Vinci Yukihiro Matsumoto
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JohnnyStarr
Wizard


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#33 Posted Jul 15, 2009, 10:17 pm
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here's a random thought:
personally i think Tyche's work is great, but i've had a hard time thinking the way he thinks. I think Teensy does things
that not only would i never think of, but in a way that i have a hard time being comfortable with. Now, this may be perceived that
i am just not as savvy with Ruby or as an overall programmer as Tyche, which is of course true. But i think his use of abstraction especially
is just not in anyway natural to me. So, my approach is to develop my own base, so that adding in the game-logic as well as everything else
feels more natural.
I think that is probably the reason that there dont seem to be many projects (i am aware of) that are built off of existing work, everyone wants
their own code base.
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......................... Current Development: Lunacy (a Lua powered Merc project)
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Runter
Wizard


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#34 Posted Jul 15, 2009, 10:19 pm
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staryavsky said:
I think that is probably the reason that there dont seem to be many projects (i am aware of) that are built off of existing work, everyone wants
their own code base.
(In Ruby anyways. ;P)
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......................... -Heath
For once you have tasted flight Ruby you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return. --
Leonardo Da Vinci Yukihiro Matsumoto
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JohnnyStarr
Wizard


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#35 Posted Jul 15, 2009, 10:21 pm
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Runter said:(In Ruby anyways. ;P)
This is the ruby forum after all
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......................... Current Development: Lunacy (a Lua powered Merc project)
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Runter
Wizard


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#36 Posted Jul 15, 2009, 10:22 pm
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staryavsky said:Runter said:(In Ruby anyways. ;P)
This is the ruby forum after all 
Point taken.
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......................... -Heath
For once you have tasted flight Ruby you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return. --
Leonardo Da Vinci Yukihiro Matsumoto
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Metsuro
Magician

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#37 Posted Jul 15, 2009, 10:31 pm
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I dont mean to be a douche, but you dont make an engine and call it a car do you? Unreal is a game engine, and GoW is a game. NWN is a game, which has an engine. NWN gives you to world to build in on top of the engine yes?
If this is the case, from what you say Chris your looking for the engine not the car. Usually a codebase would be a car, that you modify to your tastes to make it suit you.
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Chris Bailey
Sorcerer


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Joined: Sep 13, 2008
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#38 Posted Jul 15, 2009, 11:13 pm
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Your attempt to not be a douche failed. (j/k!)
Think about what is implied by the term mud code(base). When I hear it, I think "A base of code on which to build a MUD". Using your car analogy, my idea of a codebase would be car with no interior. You have to design and install/implement all of the features you would the vehicle to have. The typical sense(from I've gathered) of a codebase, is a complete car just picked up from the dealer. If you don't like the seats, you have to take them out and put your own in. If you don't like the radio, you have to take it out and put in your own...if it doesn't fit, I guess you need to remold the dash or change your radio design into something that fits. Either way, It's not like I'm going to change the word we use for "mud codebases", nor is it necessary, so I'll go ahead and drop this now :P
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......................... If what Proust says is true, that happiness is the absence of fever, then I will never know happiness. For I am possessed by a fever for knowledge, experience, and creation.
Quote:[ichat] Twisol@Talon: Do me, do me.
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KaVir
Wizard


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#39 Posted Jul 16, 2009, 4:09 am
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Chris Bailey said:It would be excellent if I could apt-get install mudbase, add in items, races and classes without modifying any code but my own, and fire it up.
But the point I was making is that items, races and classes need coded support, and at the very least would require hooks placed throughout the existing code. If the codebase came with a generic system preinstalled, then those hooks would already be in place, allowing you to easily add in items, races and classes, and minimising your need to modify other parts of the codebase.
Chris Bailey said:This must stem from my misunderstanding of the term "codebase". I always considered it a base on top of which you build a game.
I've always viewed it like this: the difference between a mud and a codebase is that the former is a running game, while the latter is publically distributed data. God Wars was a game, but when it shut down and the source code was released, it became a codebase. If it had never shut down, it would be both.
I would refer to a codebase with minimal functionality as a 'barebones codebase', but even that should contain a certain degree of feature support. I know Tyche once said he didn't consider my Gladiator Pits codebase to be a mud because it didn't have any concept of space (no world or movement), and while I don't entirely agree with that I do think you need a minimum amount of functionality to be a (mud) codebase, as opposed to a talker.
Also, as I said before, I differentiate between the game content itself, and the support for that game content. Supporting mechanics for rooms and movement isn't the same as including a stock world. However a codebase can come with any amount of game content included, and while many people frown on providing stock content, it does have its pros as well as its cons.
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......................... KaVir at God Wars II: godwars2.org 3000 Roomless world. Manual combat. Endless possibilities.
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David Haley
Wizard


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#40 Posted Jul 16, 2009, 11:16 am
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Even engines like Unreal, Quake, NWN, etc., all have basic assumptions about how the physics work in the world. Classes etc. can be separate but it is quite difficult to have no notion whatsoever of space, or things in space.
I agree with KaVir's statement re: supporting game content and having game content. FWIW, I also think that having a basic example of a game is very helpful as it shows a real application of the engine as opposed to just an abstract potential.
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