[SILL]...and already Nill has shown me some lacking areas of support in Sill. While working on the server end of Nill, I quickly realized that Sill has no way to interface with the command console (to send or get text). It's been so long since I used Sill for a non-window application that I completely overlooked this aspect. So, I am now in the process of getting that setup.
sill_system_console_send(SILL_CHAR *string);
sill_system_console_receive(SILL_CHAR *string, SILL_UINT max_size, SILL_UINT block);
(these may change)
I'm also tackling the idea of creating functions for multithread support...the only issue I have is almost my entire Sill api is not thread safe (especially anything that deals with drawing). So if I introduce such functions in Sill, I fear inexperienced users will create all types of 'unusual' behavior as a result of not fully understanding how threads work in relation to Sill. There are some nice advantages though to those who figure them out...don't know.
sill_string_format(SILL_CHAR *destination_string, SILL_CHAR *format_string, ...);
Lastly, I think I finally figured out a way to make a function that works very similar to sprintf() (I just realized there is a vsprintf() variation!), which will make formatting text a hell of a lot easier then with my current string functions. I just have to make sure the va_list stuff doesn't bug out on me too much.
...and to think, some people were concerned I would stop developing Sill when I started work on Nill
[NILL]Just a clarification here, Nill may not be the finalized name for my game when released. It's more of a project name until I get something off the ground. Tho, in a bit of irony, I came up with that project name before I even considered making Sill. So for those making Sill -> Nill jokes, the name Nill for a project handle actually came first ;P
~Brandon