[
Top
]
[
Contents
]
[Index]
[
?
]
Table of Contents
1. Foreword
2. The GGZ System
2.1 Native GGZ Games ("internal")
2.2 Games which want to use GGZ ("external")
2.3 Embedded games
3. Diving into GGZ
3.1 Preparing a developer setup
3.2 Distribution
4. Game Clients
4.1 Introduction
4.2 The client base library: libggzmod
4.2.1 Example in C, using glib
4.2.2 Example in C, using GGZPassive
4.2.3 Example in Python
4.2.4 Example in C++ for Qt-based games
4.3 Game Registry
4.4 Client Toolkits
4.4.1 KDE or Qt (C++, Python)
4.4.2 Gtk+, GNOME (C)
4.4.3 SDL (C, C++, Python)
4.4.4 Swing and AWT (Java)
4.4.5 Others
5. Game Servers
5.1 Introduction
5.2 The server base library: libggzdmod
5.3 Game statistics: libggzstats
5.4 Configuration Files
5.5 Programming Language
5.5.1 C Development
5.5.2 C++ Development
5.5.3 Python Development
5.5.4 Ruby Development
6. Programming Details
6.1 Introduction
6.2 Game features
6.2.1 Statistics
6.2.2 Savegames
6.2.3 Named bots
6.3 General purpose wrappers
6.3.1 ggzwrap
6.3.2 ShadowBridge
6.3.3 Go client
6.3.4 External AI players
6.4 Network connections
6.4.1 Easysock (C), now libggz
6.4.2 DIO (C), in libggz
6.4.3 Qt (C++)
6.4.4 KDE (C++)
6.4.5 Net/MNet (C++), now ggzdmod++
6.4.6 Network (Python)
6.5 Configuration
6.5.1 GGZConfIO (ini-Style), in libggz
6.5.2 Minidom (XML-Style), now in libggzmeta
6.6 Game development frameworks
6.6.1 Developing card game servers with GGZCards
6.6.2 GGZBoard, the board game client container
6.7 Special libraries
6.7.1 GGZChess, an artificial intelligence for chess
6.7.2 Data updates with SDLNewStuff
[
Top
]
[
Contents
]
[Index]
[
?
]
This document was generated by
Build Daemon user
on
December, 24 2007
using
texi2html 1.78
.