Difference between revisions of "Talk:Complete overhaul of PCGen from Java"
LegacyKing (talk | contribs) (Created page with "==Base== Steps to PCGen current process - * Load PCGen * This causes it to look at the GameSystem folder and validate/add those to an available Load list * UI starts and user...") |
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Revision as of 05:37, 2 January 2018
Base
Steps to PCGen current process -
- Load PCGen
- This causes it to look at the GameSystem folder and validate/add those to an available Load list
- UI starts and user can select Game System and then associated books with that system
- Upon Load, data is validated and stored in memory
- User can load existing PC, or create a new PC
Problem points:
- All Data is loaded and stored in existing memory - uses available RAM allocated by Java
- EXE version doesn't do well with memory for reloads
JEP - Obsolete System
- We use JEP to handle vars
Problem points:
- JEP is a grandfathered library
- Current implementation treats all vars as PC Global
- Different systems would need the ability to have vars on equipment, pc, and various other objects
Homebrew Support:
- PCGen uses flat text files called LST to facilitate books - each lst file is associated with different sections of a book or objects - i.e. Races, Classes, Kits, Alignment, Abilities aka Stats, Features aka Abilities, Sizes, proficiencies, equipment, equipment modifications, engine specific (data, tables, game system rules, house rules, etc)
- OGL requires Human Readable data (Though it can be interpreted or translated into something else during use)
Problem Points:
- LST Files, although not hard to edit, do not come naturally to most users. The end goal is to include a smart editor to add in custom content.
C# has been touted as a safer language to pursue. It has compilers for any system, although C++ has iOS support.