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Re: Game Logic

The way I'm planning on implementing that sort of thing is similar to the
way things are done in Quake 2... i.e. using shared objects to store the
game logic, while keeping the engine itself in a seperate executable.

This has several advantages over using a custom interpreter, mainly
performance and development time.

Mark Collins
email: me@thisisnurgle.org.uk
Phone: +44 (0)7719 213 309

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