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Game Library

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Quake 2/3 and Half-Life had the engine in an executable and the game code in a game library. The game library was open source to allow mod makers to make their own. How would you interface an open source game library with an engine without making the engine code open source, by sharing a minimum amount of code? Obviously, using a restricted C interface like Half-Life has its advantages, including that it forces proper coding of the game library (the game library only has access to the necessary functions), but it also forces the game developers to find many strategies to make C interfaces to things that could have been programmed in an OOP manner in the engine.

Looking for a serious game project? [edited by - Max_Payne on October 21, 2003 2:05:44 PM]

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