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    <title>Advogato blog for djur</title>
    <link>http://www.advogato.org/person/djur/</link>
    <description>Advogato blog for djur</description>
    <language>en-us</language>
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    <pubDate>Wed, 22 May 2013 21:24:25 GMT</pubDate>
    <item>
      <pubDate>Thu, 28 Mar 2002 18:54:18 GMT</pubDate>
      <title>28 Mar 2002</title>
      <link>http://www.advogato.org/person/djur/diary.html?start=0</link>
      <guid>http://www.advogato.org/person/djur/diary.html?start=0</guid>
      <description>Hydroponic is a cross-architecture cross-OS game platform.
It provides:
&lt;ul&gt;
 &lt;li&gt;&lt;b&gt;A common target for which to compile games.&lt;/b&gt; Hydro
is implemented as an object server, similar in concept to
CORBA. The best way to make a game for the platform is to
design either a &lt;b&gt;PlugIn&lt;/b&gt; (discussed later) or to create
a privileged client for the Hydroponic server that feeds it
the necessary commands and data. Each has its advantages and
disadvantages.
  &lt;ul&gt;
   &lt;li&gt;PlugIns are faster, since they directly interact with
the object environment; the speed advantage can be
considerable.
   &lt;li&gt;Privileged clients have the advantage of being able
to reload themselves without an interrupt in server service.
They also allow you to run a customized Hydro server without
compilation ability on the host machine.
  &lt;/ul&gt;
 
 &lt;li&gt;&lt;b&gt;PlugIns.&lt;/b&gt; The idea of the plug-in should be
familiar to most programmers and software users. The special
thing about Hydro plug-ins is that they may either be in the
host environment's native dynamic library format (.so/.dll)
or in a generic Hydroponic plugin format usable on any platform.
 
&lt;/ul&gt;

&lt;p&gt; There are lots of other neat things about Hydro, but that's
a topic for later diaries -- I need to go work. :)

&lt;p&gt; Until next time,
-- djur</description>
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