[Alephmodular-devel] Re: [M-dev]Maintaining AlephOne
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2002-12-25 02:22:16
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On Tuesday, December 24, 2002, at 07:39 PM, Michael Adams wrote: > 2. I'm a little afraid to ask this. It > probasoundsunds a little radical. Maybe I'm mistaken > (please correct me if so), but the AlephOne code seems > to bstretchedtreached to its limits. With all these > new features that are being bolted onto a product that > was never intended to have them in the first place, > would it be more work in the short and/or long run to > keep patching old code with new features or would it > be better to try starting from scratch, and build a > new engine that is cross platform (see #1), can read > all the old map formats (take "all" to be as general > or specific as you like (M1, M2, M3, Pathways, > Doom...)), but also is designed with current and > future new features in mind? > > I know from first had experience that after adding so > many features to a product, things start getting hard > to work with. I also realize that starting over is > also hard to do. AlephModular seems to be doing > something like this (I'm not to clear on its goals), > but since it is *starting* with the bungie code, I > worry that I may suffer from the same problems of lack > of *true* cross platform (see #1 again) and of putting > new wine in old wineskins. > > Michael D. Adams > mdm...@ya... Here's the list of my goals for AlephModular. And in many cases I started AlephModular because I agreed with some of the issues you raised. The basic AlephModular application should handle the Marathon data files (1-3) and essentially be able to play those three games. It should be stable. It should be clean. It should be cross platform. (There is currently an ongoing discussion on ale...@li... talking about how Cross-platform GUI issues should be handled) It should allow someone to take the pieces they need for their own project, be it a map editor in need of a viewer, or a new game project that could use the renderer, but which plans to replace or augment the monster behaviour. As I stated to the AlephModular development list: "Yes we have a dated 2.5D engine, gosh darn it, but we're going to try and make it the best it can be" As for starting with Bungie's code. I felt a back to basics approach was needed. Cross platform code was not neatly added to AlephOne. AlephOne's files don't have the CVS history that they should. AlephOne both has a SourceForge page and doesn't make use of it. AlephOne has a mix of neat things, but there's a good number that don't include "Playing Marathon" as a reason to be. Just enough things that I felt a certain compulsion to try and start a new project because AlephOne was not being the project I would like it to be. -Jeremy Parsons --------------------- +------------------------------------------------------ Br'fin | TIMSter, MU*er, Web Programmer, ... Insane? The Denim Warrior | You be the judge... br...@ma... | --------------------- +------------------------------------------------------ |