No worries here.  I'd be happy to go through any diffs you have.  I can
combine it with what I have, and we can figure it out from there.

Tyler

On Feb 7, 2008 6:01 AM, Kai Sterker <[EMAIL PROTECTED]> wrote:

> On Feb 6, 2008 11:57 PM, Rian Shelley <[EMAIL PROTECTED]> wrote:
>
> Hi Rian,
>
> your help is very welcome, of course. As you've probably seen, we need
> more (active) developers to make faster progress ... which should
> create even more interest in the project.
>
> So please submit your diffs.
>
>
> It is a bit unfortunate that Tyler has been working on the same part.
> Maybe he can have a look at your code as well and decide which to use.
>
> Kai
>
>
> > I've long wanted to write a decent game similar to Adonthell. All my
> > own starts at a game engine have been abandoned due to poor design :D.
> > Id really like to help out if i could.
> >
> > Just to get my feet wet and get an idea of the architecture, I
> > implemented the Gfx Cache as described here:
> > http://adonthell.berlios.de/doc/index.php/Tasks:Gfx_Cache
> >
> > I updated the gfx::surface_cache() function so that it simply makes a
> > call to a global instance of the new class.
> >
> > Let me know if you guys are interested, and I'll forward on some diff
> files
> >
> >
> > _______________________________________________
> > Adonthell-devel mailing list
> > Adonthell-devel@nongnu.org
> > http://lists.nongnu.org/mailman/listinfo/adonthell-devel
> >
>
>
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>
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