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dlls?

Started by billybob Sep 27, 2002 at 11:29 PM 1 replies 200+ views
Original Post
billybob
billybob
well, i''m working on this game engine with an editor using a bsp and meshes in the levels with per polygon collision. i will make collision routines and stuff, and timing routines too, sound, everything but the gameplay programming built into the engine. then there is a separate object tree, that contains everything that contributes to the game, spawnpoints, pathnodes, players, bullets, missiles, gametypes, vehicles (if i can figure out physics), ambient sounds, everything. it will start with object, and all these things will inherit from it. what i want to do is make my games moddable, and i was reading about dlls. what i could do is release the source code to the object tree, and let people compile a new object tree that is modded, and my engine would have a mod picker thing that would choose which dll (object tree) to use. but i''m not sure this woudl work, and if it would, how would i go about doing it?
RamboBones
RamboBones
I''ve been working on a similar thing, coming along, but don''t really want to share it yet. All I can say is THINK REALLY HARD!!!! It''s difficult. Also download the SDK to moddable games like halflife and see how they do mod systems.



From a FLOOP (Freak of Object Oriented Programming)
Basiror
Basiror
what is difficult ?????

the hl engines stores the entities in entvars_t structures
and in the game dll you can access these structures via pev-> pointer

all they do in the game dll is add an oop interface and these think functions thats basically all they are doing

they have some functions that are called by the server every frame

i don t know what is so difficult to set it up

have a look at the GetClassPtr function or macro not sure what it is right now
http://www.8ung.at/basiror/theironcross.html

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