Re: [Alephmodular-devel] Hello
Status: Pre-Alpha
Brought to you by:
brefin
From: Chris P. <sf...@ma...> - 2002-12-26 22:19:12
|
I'm new too, so I suppose now is as good a time as ever to say hello - and voice a few of my opinions too, of course. (Note that a few of my opinions could be incorrect) On Thursday, December 26, 2002, at 04:12 PM, Michael Adams wrote: > Using a good cross-platform > foundation library (like SDL or whatever) and having > everyone write for that foundation would prevent the > need to rewrite code for every new platform that comes > along. Personally, I think AlephModular's core shouldn't be founded upon *any* platform/library. If a particular feature can't be made platform-independent, it should probably be modular. The modules are another issue. The set of Carbon modules could differ from the SDL modules, forcing them to be recoded each time. Then again, I don't think this would become as much of an issue with AM - a particular feature would never be implemented into platform-specific code first. It would be implemented into the core, then made usable by the modules on each platform. > 2.5D vs. 3D: > I feel that while AM should remain a true 2.5D map > format, moving to a 3D rendering would be no great > loss. Yes - there's no reason we should have to support two map formats (Portal/True 3D). OpenGL rendering would be a nice thing for the future, but before anyone starts work on that, AM should be modularized, so that we can just swap out software rendering for OpenGL. B&B and slope code could possibly be closer, since (if functional and stable) they would be better suited for AM's core. > Modular vs. Marathon: > However I don't think the Marathon map > file format should be more than another module that > can be poped in and out. Not something that had ever occurred to me, but it sounds like a good idea. However, we'd be limited in our choices of alternate map formats; a 3D map will require a 3D engine, and if that has to be coded too, you might as well just use the original game. > Have a merry Christmas, Happy boxing day. ----- Just a note: I managed to stick some code into mouse.cpp that allows you to use the mouse - sort of. Carbon has a "GetMouse(point *mouseLoc)" function that can grab the mouse's position for you, but as far as I can tell, it doesn't have a corresponding SetMouse function. I rewrote the mouse_idle function to work with this, but you'll stop turning when your mouse hits the side of the screen. It's not a permanent fix, but at least it's no longer a pain to walk around. -Sfiera |