On Thu, Mar 05, 2009 at 11:03:57AM +0100, Giacomo A. Catenazzi wrote:
Jon Dowland wrote:
A brief explanation as to their meaning. Doom games are
divided into engine and world-resource components. The
former is captured by 'doom-engine'.
I don't understand why we need a 'doom-engine' virtual package.
[i.e.: avoid circular dependencies].
IMHO, a user will select an engine, not data.
I do not think so. The game data defines what game you play; the engine
defines _how_ you play it. Personally, I couldn't care less how exactly
a game is run on my system, as long as it is a game I like. IOW, the
data is what the user will choose, not the engine.
The latter is covered
by two different names, 'boom-wad' and 'doom-wad'.
I'm confused. A single virtual package ('doom-engine')
should handle two incompatibles engines?
No, boom-wad and doom-wad are the data packages.