16
Feature requests, suggestions / Re:DLL functions
« on: April 04, 2003, 12:42:41 PM »Quote
Well, I think this would be possible, but do you really think it's necessary to draw directly into the backbuffer and/or texture?I think it would be cool for filters or dynamically created sprites (e.g. constructred from different parts). In my case I want to be able to paint a beam from one point to another onto the background.
Quote
Of course, you can overcome this by calling the LoadLibrary function explicitly and keep the DLL loaded all the timeThat's what I hoped for.
Quote
but there comes the biggest problem: the player can save/load at any time and there is no standard mechanism of telling the DLL to "serialize" its internal data.I admit, that I didn't think about serialization. In the case of my tree type, I could overcome it, by initializing the tree, the first time it's called in a game session(providing it's possible to use global DLL variables). I want to use this trees for conversations and haven't thought about any further use .
Maybe a general serialization could be done by using binary buffers or strings. The plugin would use a special function to allocate memory in the engine, that's automatically serialized.
Quote
My plans for the future are: the DLL "plugin" will contain one or more "objects" (in WME terms). ... What do you think about this?It sounds very professional but also very complicated (for plugin developers). It would allow for very powerful plugins and I would certainly like to have this kind of access to the engine. Maybe it would be the best to have both ways .
Greetings
Banbury