[Mono-list] Re: building the embed test for windows ( before Re: Mono Release 0.15 Binaries for Win32
tei
tei <421621@ingta.unizar.es>
Thu, 29 Aug 2002 21:53:57 +0200
Hello J.,
Thursday, August 29, 2002, 2:28:57 PM, you wrote:
JP> tei wrote:
>> C --> game engine (sound, render, etc..), main .exe (quake.exe)
>> C# --> game logic ( game rules, phisic of entitys, etc.. ), user .dll ( progsdat.dll )
>>
>> runtime mono + engine + user mods (c#) + free medias = free games
JP> I am doing something very similar to this...well, exactly like this.
JP> However, instead of building mono directly into my application, I
JP> have a "bootloader" app that execve()'s the mono executable. So the
JP> user enters a command like:
How that dialog?
with the quake engine?
Can you show the sources? :-D
JP> > mygame.exe mymod || ./mygame mymod
JP> The 'mygame' executable then...
[..]
JP> I highly recommend this approach. I can ship a version of mono with
JP> my app, but it will only get used if there is not a newer version
JP> already installed on the system. The user can upgrade their runtime
JP> without having to upgrade my app. And when .NET becomes ubiquitous,
JP> as I believe it will, I can just remove mono from my install.
JP> Jason
JP> 379
Humm... QuArK, a map editor, as similar "problems" with python. The package need "minipython.exe"
a minimal python runtime. Installing other pythons versions may break the QuArK installations.
(well my system break this way :/ ).
The safe way the better. I am planning. Testing stuff. Collecting info and manuals. Learning C#.
- - - - -
Hello Serge,
Thursday, August 29, 2002, 5:02:46 PM, you wrote:
>> C --> game engine (sound, render, etc..), main .exe (quake.exe)
>> C# --> game logic ( game rules, phisic of entitys, etc.. ), user .dll ( progsdat.dll )
S> What about the other way around - wrapping the engine in a dynamic library and using P/Invoke?
S> Seems easier and more clean/logical (and even more portable).
S> Serge
I dont know how that work. Can give urls to examples?
My goal 2th is the simple posible mod coding (user .dll). But a hard to code engine, or a huge change
of the actual code may stop me ( I am not a coder, really.. )
Thanks!
Tei