Neko's Destiny
31 December 2009
The question of Neko’s purpose has been boiling around my head for a while now. One of the ideas that seems most reasonable for me is to change it’s role from a framework to a collection of simple to use but powerful general purpose utilities. This solution, while may seem to generic, allows me to integrate it’s future with both my further ideas, as well as ChaosForge’s second C++ large-scale library, Valkyrie…
Posted 31 December 2009, 01:54 by Kornel Kisielewicz · Comment [3]
Constricting restrictions
28 December 2009
When I started Neko, I made myself some restrictions — as little use of third party libraries as possible (however without reinventing the wheel), everything small and agile and everything dynamically linked at run time.
However, now I’ve hit problems that these restrictions make further development of Neko really hard… anyone can help?
Posted 28 December 2009, 19:14 by Kornel Kisielewicz · Comment [5]
A problematic feature...
14 December 2009
One of the core Neko features, and at the same time most problematic one, is that it will make it easy to implement a game that at the same time has a hardcore ASCII presentation, that is playable via Telnet, while providing a possibility for a modern tile-based roguelike…
Posted 14 December 2009, 19:47 by Kornel Kisielewicz · Comment [1]
Neko!
11 December 2009
I will be often posting about Neko from now on… because all future plans of ChaosForge more or less depend on Neko. While most of the people reading the forum know it by know, and even people outside ChaosForge sometimes talk about it, I noticed that Neko did never receive a formal introduction…
Posted 11 December 2009, 00:57 by Kornel Kisielewicz · Comment [3]