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Switching to RealBasic from Torque

To: realbasic-games at lists dot realsoftware dot com
Subject: Switching to RealBasic from Torque
From: Joel Reymont <joelr1 at gmail dot com>
Date: Sat, 25 Jun 2005 04:19:18 +0200
Delivered-to: realbasic-games at lists dot realsoftware dot com
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Folks,

I'm trying to rewrite my OpenPoker client (see http://wagerlabs.com) and I initially chose Torque 2D. I intend to release the poker client source code as I make money selling server licenses. Most of the interface looks like http://wagerlabs.com/openpoker5.png (600k pic).

This interface is layered. I first draw the carpet, a 360k JPEG, then the chairs, table, chip trays, chips, cards, etc. All images are either JPEG or BMP with a mask stored in a separate file. The Fold/ Call/Raise as well as Sit Out/Come Back buttons are masked and have separate images for each state (active, inactive, pushed, etc.).

What is the simplest way to implement this interface with RealBasic? I'm looking at RB 2005.

I think RB will be easier for my customers to deal with and I like the convenience of being able to compile binaries for Linux and Windows being on Mac OSX. SSL is also built into RB 2005 and with Torque I would need to add SSL and maintain it on the different platforms.

I read up on the SpriteSurface and it appears that it would not be good choice because the sprites cannot be masked. It does not seem that I can add button controls to the SS either.

Is the RB3DSpace control the way to go here? Any tips of implementing sprites with it? When cards are dealt they float across the table and so do chips.

Will I be able to just drop buttons and other controls onto the 3DSpace surface?

    Thanks for any advice, Joel

--
http://wagerlabs.com/tech



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