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	<title>Comments on: Python and Crown and Cutlass</title>
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	<link>http://www.crownandcutlass.com/blog/2008/06/17/python-and-crown-and-cutlass/</link>
	<description>The Crown and Cutlass Developer's Blog</description>
	<lastBuildDate>Thu, 27 May 2010 02:16:45 +0000</lastBuildDate>
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		<title>By: Tebriel</title>
		<link>http://www.crownandcutlass.com/blog/2008/06/17/python-and-crown-and-cutlass/comment-page-1/#comment-6238</link>
		<dc:creator>Tebriel</dc:creator>
		<pubDate>Thu, 27 May 2010 02:16:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.crownandcutlass.com/blog/?p=43#comment-6238</guid>
		<description>I think you guys should look into getting out of the engine development and maintenance business and using Panda3D for Crown and Cutlass.  It&#039;s a Python/C++ (if you need the speed, but likely not for a pirates-like game), FREE, complete, documented, open source game development engine.  Free even for commercial development.

I contributed a little help with you guys years ago for C&amp;C but honestly my days (and knowledge) of C++ are long behind me.  Were Panda3D used for C&amp;C (in fact Disney used Panda for Pirates Online!), I might actually be able to contribute to it&#039;s development (time allowing) as long as you&#039;re using svn.  :)

Seriously, restart the project with Panda3D.  There&#039;s a great community over at the forums too.</description>
		<content:encoded><![CDATA[<p>I think you guys should look into getting out of the engine development and maintenance business and using Panda3D for Crown and Cutlass.  It&#8217;s a Python/C++ (if you need the speed, but likely not for a pirates-like game), FREE, complete, documented, open source game development engine.  Free even for commercial development.</p>
<p>I contributed a little help with you guys years ago for C&amp;C but honestly my days (and knowledge) of C++ are long behind me.  Were Panda3D used for C&amp;C (in fact Disney used Panda for Pirates Online!), I might actually be able to contribute to it&#8217;s development (time allowing) as long as you&#8217;re using svn.  <img src='http://www.crownandcutlass.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Seriously, restart the project with Panda3D.  There&#8217;s a great community over at the forums too.</p>
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		<title>By: Marc</title>
		<link>http://www.crownandcutlass.com/blog/2008/06/17/python-and-crown-and-cutlass/comment-page-1/#comment-45</link>
		<dc:creator>Marc</dc:creator>
		<pubDate>Fri, 20 Jun 2008 00:04:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.crownandcutlass.com/blog/?p=43#comment-45</guid>
		<description>I am one of those reading your posts, doing an update from time to time on your svn commits and yes, both the old and the new code compiles for me without any warning on gcc-4.3 !!! That build.py script was great to find my broken dependencies !!!

So I only hope this summer both of you find the time to put the new code at a similar working level as the old, so we (the non-real-programmers) can start helping you in some ways. I found that cities.xml specially easy for me to contribute to !!!

I have a runtime error with the new code related to ogre. Should I start a thread in the forum for it, or just wait for the code to be updated?

It is difficult for me to say it in your language, but I will try to; As you see, this post was only to try to give you some energy to make one step ahead in this project of yours, I hope I managed doing it !!!

Best !!!</description>
		<content:encoded><![CDATA[<p>I am one of those reading your posts, doing an update from time to time on your svn commits and yes, both the old and the new code compiles for me without any warning on gcc-4.3 !!! That build.py script was great to find my broken dependencies !!!</p>
<p>So I only hope this summer both of you find the time to put the new code at a similar working level as the old, so we (the non-real-programmers) can start helping you in some ways. I found that cities.xml specially easy for me to contribute to !!!</p>
<p>I have a runtime error with the new code related to ogre. Should I start a thread in the forum for it, or just wait for the code to be updated?</p>
<p>It is difficult for me to say it in your language, but I will try to; As you see, this post was only to try to give you some energy to make one step ahead in this project of yours, I hope I managed doing it !!!</p>
<p>Best !!!</p>
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		<title>By: James H</title>
		<link>http://www.crownandcutlass.com/blog/2008/06/17/python-and-crown-and-cutlass/comment-page-1/#comment-44</link>
		<dc:creator>James H</dc:creator>
		<pubDate>Tue, 17 Jun 2008 18:25:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.crownandcutlass.com/blog/?p=43#comment-44</guid>
		<description>I have a game-scripting-integrating experience to share: I was doing an Object Pascal/Lua combination. New engine, building the game at the same time. Nominally, the Pascal code was controlling the action, but really, I found that passing things back and forth between the two was a huge hassle. It worked out in the end, but if I were doing it again I would have used more Lua and less Pascal, and focused more on giving a clean structure to the Lua code.

As is often theorized in language-choice discussions, there were performance issues resulting from algorithm choice that would have taken too long to change, for the dates I wanted to hit. If I had waited on that &quot;last 3-5x of optimization&quot; until it was really necessary I would have been able to iterate on the algorithm more and be better off overall.

In your case you already have an engine :) so it&#039;s a different problem.</description>
		<content:encoded><![CDATA[<p>I have a game-scripting-integrating experience to share: I was doing an Object Pascal/Lua combination. New engine, building the game at the same time. Nominally, the Pascal code was controlling the action, but really, I found that passing things back and forth between the two was a huge hassle. It worked out in the end, but if I were doing it again I would have used more Lua and less Pascal, and focused more on giving a clean structure to the Lua code.</p>
<p>As is often theorized in language-choice discussions, there were performance issues resulting from algorithm choice that would have taken too long to change, for the dates I wanted to hit. If I had waited on that &#8220;last 3-5x of optimization&#8221; until it was really necessary I would have been able to iterate on the algorithm more and be better off overall.</p>
<p>In your case you already have an engine <img src='http://www.crownandcutlass.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  so it&#8217;s a different problem.</p>
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