Re: minisphere 1.1b1 (stable: 1.0.10)
Reply #421 –
It's not all that difficult to make a basic OOP map engine that is fairly simple to use. I did it, or at least got the rough outline of it as the core of the TurboSphere map engine. It's all object based, and it works pretty easily.
I did make persons belong strongly to maps. It's not that bad a thing to do, it works fairly well.
You don't need to make a doesExist method. You just need to maintain an array of persons for the map. If the person is not in that array, they aren't on that map.
But I also believe that the map engine does not belong as a native, core part of the engine. It's one thing to include one, but it's not a core function. Chad Austin came to this realization before Sphere 1.0 was even released. He decided it would be better to expose a simple but well thought out scene graph and scene manager rather than a rigid map engine.
Both those components are a part of Pegasus. I disagree with some others on the necessity of the scene manager. I think it's fine for this:
function game(){
while(true){}
}
to hang the engine. If we subscribe to a Mozilla-style view of JavaScript, where it is the C or Assembly of the web or our games, we need to trust it with tasks we trust C with. Even like managing the event loop.