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View Full Version : Language Issues, For The Lazyl


eddie
10-29-2005, 02:54 AM
Hi!

So I'm sort of new here, but I'm Eddie. :) Nice to meet ya'll. ;)

I'm (shockingly enough) writing my own video game. It aims to be an MMORPG, but it's more about the ride and the experiences I get developing it on the way. :)

On that note, I've currently been trying to do something I've never done before.. Think ahead when it comes to language issues.

To be honest, I'm quite lost with the differences between various UNICODE encodings, the fact that linux and windows have different sizeof(wchar_t) (4 byte vs. 2 byte, respectively) Han Unification, and all measure of other scariness.

As you can tell, I talk a decent amount of English, so good ol' wchar_t with it's base encoding (whatever it is right now!) work just fine for me.

My questions are, however:

1.- If I use wchar_t throughout my program (well, in places that are to represent text from/to the user), will it be a very difficult change later to sort through the encoding schemes?

2.- Is there a way to deal with Linux (the server) having it's wchar_t type 4 bytes, versus Windows (one of the clients) havin git's wchar_t type at 2 bytes? Function calls, etc?

I realize that with 1) I'm probably just not doing my homework (I have a lot on my plate with getting the rest of the server up... No excuse however), but I was wondering if anyone else has hit this issue and could give me a brief synopsis on what comes next.

As for 2), I imagine I could cobble something together to space things out on !Linux OS'es to wchar_t, but I'm not sure if that'll work in all cases, etc.

Anyhow, it's kind of a loaded question, and I hope I haven't shown too much ignorance about the whole language issue, but I'd love to know what people think/know. :)

Cheers!

-e-