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I completed a class that loads preferences from a textfile... so now when you call any object's init() it will try to load it's preferences from the preference manager, and if the manager doesn't have it, it will ad the default preference to the manager. This will be helpfull when I release the compiled versions and people want to change some of the parameters of the program.

This will also be used in things like loading a state's graphics from a file...

Anyway, so far so good.

I've integrated my two sound classes into a general sound object 'SoundManager'. This hooks directly into the AudioCache for MIDI and WAV files, and MP3 files are now streamed from the HD. So now when ever you launch a new state, in the state's init() and dispose() you can place your sound load/remove calls.

I've been thinking of making a preference file for each of the states, so that you can even customize the states more easily without having to recompile the classes.

Anyway, I need to get writing on actor motion objects... it is still something that I have not bothered to port over from JavaTactics.
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No, the engine's name is now Battle, JavaTactics is just the previous version of the engine. So I still have some functionality in the JavaTactics source that hasn't been implemented/rewritten in Battle, so I still have some work to do.

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That auto-preference loading system sounds neat. You're programming in Java right? I wonder if that gives you a very different mindset than a C/C++ programmer.

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I've often wondered about that… but I guess that I'll never really know unless I start programming in C++.

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From what I've seen, Java programmers seem to write much more nicely structured code in terms of objects. This makes sense, since Java pretty much forces objects at you from out the ears. ;)

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