Re: [Celestia-developers] Code organisation
Real-time 3D visualization of space
Status: Beta
Brought to you by:
cjlaurel
From: Chris L. <cl...@gm...> - 2009-09-25 17:20:42
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On Fri, Sep 25, 2009 at 9:53 AM, Andrew Tribick <ajt...@go...>wrote: > This looks like a good plan... anything which makes it easier to find > your way around the code is a good thing. > Next question is: should the components be subdirectories of src/celengine or src? My gut feeling is that they should be in src, and the rendering code can be left in celengine. > > Also might be worth reorganising the "celestia" folder as well, it's a > bit odd having the Windows-specific code in the main directory, mixed > in with the celx code, and the other platforms in subdirectories... > perhaps the Windows code should be put in its own directory as well? > This is another relic from the early days of Celestia, and one of those things that I just haven't gotten around to fixing. The Win32 code should be moved its own directory, especially since no one will be maintaining it after the 1.6.1 release. (I guess that means we could just delete it from the repository, but I'm not quite willing to go there yet.) --Chris > 2009/9/24 Chris Laurel <cl...@gm...>: > > Some better organization of celengine is a very good idea and also very > much > > overdue. Some possible modules: > > - Parser > > - Ephemeris > > - Cel scripting (which should be moved out of celengine) > > - Geometry loading > > - Rendering > > - Universe management > > The ephemeris module would include all subclasses of Orbit and > > RotationModel. It should be independent of the rest of Celestia. > > The Parser and Tokenizer classes should also be free of dependencies. > > They're used by the solar system, star, and deep sky catalog loaders as > well > > as the config file reader and cel script loader. > > An import reason to split out the geometry module is to make it easier to > > use the cmod reader/writer. Also, the 3ds loader has been a separate > module > > for a long time. > > --Chris > > On Thu, Sep 24, 2009 at 9:39 AM, Andrew Tribick < > ajt...@go...> > > wrote: > >> > >> Hi, > >> > >> Was recently trying to investigate how the Celestia ssc parser works > >> in order to try and implement some extensions, and it struck me that > >> the celengine folder contains a very varied set of code files without > >> much clear organisation - there are 89 source code files in there and > >> 101 header files. It might make sense to split some of the files out > >> into separate folders, e.g. parser, rendering code, etc. > >> > >> Any thoughts on this? > >> > >> Regards, > >> Andrew > >> > >> > >> > ------------------------------------------------------------------------------ > >> Come build with us! The BlackBerry® Developer Conference in SF, CA > >> is the only developer event you need to attend this year. Jumpstart your > >> developing skills, take BlackBerry mobile applications to market and > stay > >> ahead of the curve. Join us from November 9-12, 2009. Register > >> now! > >> http://p.sf.net/sfu/devconf > >> _______________________________________________ > >> Celestia-developers mailing list > >> Cel...@li... > >> https://lists.sourceforge.net/lists/listinfo/celestia-developers > > > > > > > ------------------------------------------------------------------------------ > Come build with us! The BlackBerry® Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9-12, 2009. Register now! > http://p.sf.net/sfu/devconf > _______________________________________________ > Celestia-developers mailing list > Cel...@li... > https://lists.sourceforge.net/lists/listinfo/celestia-developers > |