From mboxrd@z Thu Jan 1 00:00:00 1970 Received: (from majordomo@localhost) by pauillac.inria.fr (8.7.6/8.7.3) id LAA02782; Sat, 20 Apr 2002 11:19:40 +0200 (MET DST) X-Authentication-Warning: pauillac.inria.fr: majordomo set sender to owner-caml-list@pauillac.inria.fr using -f Received: from concorde.inria.fr (concorde.inria.fr [192.93.2.39]) by pauillac.inria.fr (8.7.6/8.7.3) with ESMTP id LAA02772 for ; Sat, 20 Apr 2002 11:19:39 +0200 (MET DST) Received: from sunny.pacific.net.au (sunny.pacific.net.au [203.25.148.40]) by concorde.inria.fr (8.11.1/8.11.1) with ESMTP id g3K9JaL12021 for ; Sat, 20 Apr 2002 11:19:37 +0200 (MET DST) Received: from wisma.pacific.net.au (wisma.pacific.net.au [210.23.129.72]) by sunny.pacific.net.au with ESMTP id g3K9JQXt005414; Sat, 20 Apr 2002 19:19:26 +1000 (EST) Received: from ozemail.com.au (ppp102.dyn147.pacific.net.au [210.23.147.102]) by wisma.pacific.net.au with ESMTP id TAA06324; Sat, 20 Apr 2002 19:19:24 +1000 (EST) Message-ID: <3CC1329B.6090608@ozemail.com.au> Date: Sat, 20 Apr 2002 19:19:23 +1000 From: John Max Skaller User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:0.9.2.1) Gecko/20010901 X-Accept-Language: en-us MIME-Version: 1.0 To: Sven CC: Warp , Will Benton , caml-list@inria.fr Subject: Re: [Caml-list] OCamlSDL References: <02c601c1e724$deae7a60$3900a8c0@warp> <3CC03C7D.8020505@ozemail.com.au> <006101c1e7bb$18ebc610$3900a8c0@warp> <20020419110629.C30809@cilantro.cs.wisc.edu> <001b01c1e7c5$f1509c10$3900a8c0@warp> <20020419194545.A32416@dpt-info.u-strasbg.fr> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit Sender: owner-caml-list@pauillac.inria.fr Precedence: bulk Sven wrote: > >Yes, if they are clearly isolated, which is something that ocaml makes easier, >then this could be done easily. > This is actually very hard to do. In general, there is a tight integration between graphics and game-play engine. Mainly, this is because realtime behaviour demand it: even abstraction layers like D3D etc cause serious problems due to to inadequate coupling .. Diablo II is a pefect example of extremely bad interactive design precisely because it didn't lock the frame rate down, or phase lock the NPCs properly...the graphics were absolutely superb .. but they had no idea what to do about non-constant rendering times or how to synch the client and server properly in the presence of internet lag .. Blizzard sold heaps .. but their reputation is in tatters now .. -- John Max Skaller, mailto:skaller@ozemail.com.au snail:10/1 Toxteth Rd, Glebe, NSW 2037, Australia. voice:61-2-9660-0850 ------------------- To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/ Beginner's list: http://groups.yahoo.com/group/ocaml_beginners