There is an "unlimited bit system" out there.

I have a different philosphy about certain things.

1. Limit the flags to limit the complexity.  Thus I did add a Player flag
set, and split the comm flags into three different flags.
2. Encapsulate for easy recognizability of ideas.  Thus I have a SPELL
Affects and Player affects vs one big affect system.

I have long since figured that if you make it so you dont have to think
about it, you WONT.

Chris
----- Original Message ----- 
From: "Matt Johnson" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, August 30, 2003 12:40 PM
Subject: Opinions...


> Rom Mailing list -
>
> This isn't really a technical question but rather an opinionated one.  I
> have seen that many people have run into the problem of extending affects
> past EE or have attempted to write AFFECTS2 and naturally I have run into
> the same problem.  I was just wondering what people have done to get
around
> this problem, and what seems to have been the best solution.  There are
many
> emails in the archive about this problem and how people went about trying
to
> solve it but it is not clear wheather or not the attempted solutions
worked
> or what seems to be the best solution.  Any insight on what seems to have
> worked the best please let me know.  Well thanks for your help guys, and I
> look forward to seeing what you guys have come up with.
>
> - Matt Johnson
>
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