[physfs] What are the real benefits of PhysFS ?
mr.danielaquino at gmail.com
Thu Jul 16 16:23:08 EDT 2009
Well a simple wrapper to convert path separators wouldn't be that
Sent from my iPhone
On Jul 16, 2009, at 1:12 PM, Alain Baeckeroot <alain.baeckeroot at laposte.net
> Le 16/07/2009 à 18:49, Daniel Aquino a écrit :
>> As I sit here I'm wondering what the benefits really are for putting
>> in the work needed to get physfs into a game...
> as an humble contributor to a game (lincity-ng) physfs allow the
> to easyly have a multi-OS game without problems, that's a very nice
> (even if windoz causes some trouble from time to time ;-) )
> If you don't need to acces to files in a simple way, i guess it is
> useless :-)
> my 2 cents
>> I obviously know that I could provide updates as zip's that could
>> easily be rolled back.
>> The user can also easily override any file by adding his own to the
>> write folder.
>> You could specify paths to other zips/directories on the cli and it
>> all just flows there is no need to point at 1 physical directory and
>> then glue it all all together your self...
>> But beyond that what is the benefits ?
>> I was trying to reduce the complexity of rolling out version with
>> multiple files... Previously I use to just push a new exe and it was
>> simple to click on the exe you wanted to launch... Now that I have
>> and other dll's in the project it's a multi file update that
>> overwrites previous entries which looses the ability to pick the
>> version you want to play in... So I was figuring I could come up
>> with a small boot strapper that would load up a bunch of locations
>> using physfs, present a list of exe's to the end user, then extract
>> and launch it... Then the concept would be that the exe knows
>> based on date strings in the file names) which updates came previous
>> to it self and doesn't load up any new ones... This way updates
>> come in a zip and you can still play multiple versions...
>> Any ideas?
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>> physfs at icculus.org
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