From: Eric McDonald <mcdonald@phy.cmich.edu>
To: Lincoln Peters <sampln@sbcglobal.net>
Cc: Xconq list <xconq7@sources.redhat.com>
Subject: Re: Adapting GIS data to Xconq
Date: Sun, 31 Oct 2004 18:48:00 -0000 [thread overview]
Message-ID: <4185315A.3080102@phy.cmich.edu> (raw)
In-Reply-To: <1099208327.26829.5395.camel@localhost>
Lincoln Peters wrote:
> 1. I don't think it's possible to un-define a terrain type once it has
> been defined, so if, for example, a terrain module supported the use of
> coatings to represent soil composition, there would be no way to disable
> it (and thus free up some memory) in a game that doesn't need to deal
> with soil composition. How difficult would it be to implement such a
> thing?
Rather than attempting to deallocate something, I think it would be
better to conditionally allocate it according to need. There is an "if"
conditional GDL, but I have not attempted to use it. There is support
for it in the code. I would suggest you try something like:
mygame.g:
...
(define USE_SOIL_COMP false)
...
omniterr.g:
...
(if USE_SOILCOMP
(terrain-type soilcomp-k-lvl-0)
...
)
...
> 2. The NLCD system of classification used by the USGS treats developed
> areas as a terrain type, whereas Xconq usually treats them as units. In
> scenarios such as Beirut and Gettysburg, I can see the advantages of
> defining developed areas as terrain type(s), but games on a larger
> scale, such as the Standard game, would not work if towns and cities
> were treated as terrain types. Perhaps the best solution would be to
> define developed areas as terrain coating types, and allow developers to
> make units that go on that terrain? I'm really not sure.
Interesting issue.
Eric
next prev parent reply other threads:[~2004-10-31 18:39 UTC|newest]
Thread overview: 5+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-10-31 8:52 Lincoln Peters
2004-10-31 18:48 ` Eric McDonald [this message]
2004-10-31 19:22 ` Lincoln Peters
2004-10-31 20:11 ` Eric McDonald
2004-10-31 22:27 ` Lincoln Peters
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