Re: [DM-dev] Dungeon Rendering :)
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From: Stephan B. <ste...@ei...> - 2001-05-02 14:39:42
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On Wednesday 02 May 2001 14:32, Henningsen wrote: > Yeah. Squash bugs as soon as you notice them, or the code will go all > to hell over time. Whenever I notice a bug, I make it my number 1 > priority to fix it. I mean, there's no one coming after us who *will* > fix it if we don't... and when you fix it soon, you still remember That my major flaw in coding: I set out to do one task, come across a bug, chase the bug, and always=20 end up 4 features away from what I set out to do. I end up with 3 times=20 as many features, but not because I set out to do it ;). > what you were thinking when you wrote that code. (I hope you put > lotsa comments in your code too;-) You'll see some comments like, "too innebriated to deal with this. Fix=20 it later." ;) I comment to myself only because I have, so many times,=20 gone back even just a week later and said, "what the FU<< was I=20 DOING?!?!" > I don't get that. You mean when the wall was length 5, when you flip > it from vertical to horizontal, it gets length 1 in the process? Or > do you mean all walls currently have width one? Basically. It's length stays at 5, but it's "relative" length is set to=20 1, and it's height it then set to 5. It's visually the same as rotating=20 it, without actually rotating it. This only works on simple objects,=20 though (the same square type throughout the whole object). Objects=20 which have children can't do this - they would need to actually rotate=20 to make the visuals show up correctly. > We will definitely want lots of wall types in the dungeon, but > whether they will be set here or later (by a program that uses our > library) i don't know. We definitely want to preserve the generation > information of walls, to be able to render different graphics for > different wall generations. As it stands, we can hold more data than the original objects, but are=20 still 100% backwards compatible with those as well, at least from the=20 point of view of functionality (as opposed to programmatic usage). > >Actually, that function is completely untested, but "should work" > > ;). > > Uh-oh. You're not committing without testing your code first, I hope. That part, yes, because I have no code which can test it yet. Once I=20 get the hierarchy building all tested then it's a simple matter to call=20 room->removeAllWalls() and watch what happens. The code looks like=20 it'll work, though. It uses the typeid() functions to compare data=20 types, which I used a lot in earlier versions of QUB. > >Load/save is still on the back burner. I spent about 4 hours > > yesterday completely rewiring the class hierarchy and moving > > functions around into a hierarchy which made more sense to my > > brain. We should now have forward-compatible save support so we can =2E.. > > I've still got plenty of work to do on the text-saving version, I > > think a few more days. > > Ahh... I hope you're still having fun;-) Still enjoying it! It's a nice challenge, certainly. Have a great day! ----- Stephan Beal Generic Universal Computer Guy ste...@ei... - http://www.einsurance.de Office: +49 (89) 552 92 862 Handy: +49 (179) 211 97 67 "...and 'do as you will' shall be the whole of the law." -- ?? |